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Lukuluk

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TimestampSince previousGameLukuluk's comment
Jan 23 11:01:08 HER-V ♥ 1 Oh nooo I ran out of time just at the end of phase 6! This game is so nice, with the tension growing as we learn the flow. Art, VFX and music are neat, well done! One single problem I got is that I felt into a hole while I learned before that I couldn't fall into holes on the border of the map, and then, instant game over 😬 But once it got it, no problem ;p Perhaps a solution would be: - either you can fall into all holes - or the holes with this effect would have a specific sign (mini-vortex or whatever) - or your character can't run into all holes
Jan 23 17:33:23 6h 32m ZenBox ♥ 1 Woah, I loved this game's aesthetics and how it dynamically evolves. It makes think about a similar kind of relaxing/creative game we made during the last LD jam ( https://ldjam.com/events/ludum-dare/51/ultimate-chill-home ). We didn't figure out a nice progression mechanic, and I love the way you do it with growing, harvesting and puting stuff in the well. Sadly, at one point my computer could not so many trees and crashed, but I could reach level 6. So it was great! Hard to know when to end playing, I feel like it's similar to Minecraft -> stopping when you feel you have done what you wanted here. But the system of leveling kinda teases the possibility of having more content if you continue... (like new forms of trees, something like that). Some comments I had in my head during playtime : - would love to see some birds. - I suspected that trees would eventualy die over time - I would perhaps feel better just controlling the camera in a more FPS style instead of rotating on an axis. - The leaves are just so wonderful 😍 - Well, the trees themselves are wonderful 😛 - Oupsie, the gifts I'm given can fall into the ground! - I would love to be able to just place the "gifts" more easily, and why not in the trees, but this looks like another technical challenge to solve ^^ In any case, congrats for this nice entry!
Jan 23 17:56:02 22m 39s Furious Farm: Total Reap-Out ♥ 1 So impressive what you created in such a quick time! 😮 The score screen is really slow to resolve 😬 I think I figured out a winning strategy (just following all of the borders), but was still enjoying the play because of the nice controls 👌 Love the music and aesthetics too! Nice Game settings too ^^
Jan 23 18:07:27 11m 25s Calorie Crunch ♥ 2 The visuals work perfectly with the mechanic of choosing the right the ingredients! 👌 And special mention for the monster's animations 😃
Jan 23 18:39:35 32m 08s Shred-A-Bunch! ♥ 1 This game looks really nice! I enjoyed the comic effect of crushing the zombies, and the bouncing harvester ^^ The clunky controls are funny to! So here is some feedbacks: You kill the zombies when you collide with them, but they also hurt you when you collide with them, which shifts the challenge to pure randomness... A way to deal with that would be to have 2 types of mobs: - some you kill by colliding with them, - and some that just damage you when colliding (explode?) It took me some time to know when I was hurt, and I didn't see the health bar. Could be nice to screenshake, screen FX + bump and blink the health bar... I would also place the bar on the top hand corners. Its hard to figure out your goal, and what are the dynamics in place. I see some "levels" that grow when collecting sunflowers. I'm not sure if you earn points for "levels" when you kill zombies, but I guess it's the case (I would make it more clear). So I guess the goal is to get the biggest level possible? Unfortunately, at one point all of the sunflowers are exploited, so I just reach the zombies and get killed 🤔 So different possible dynamics could be nice: - Idea 1: you must collect sunflower to finish the map, and protect the sunflowers from zombies. When all of the sunflowers of the map are collected (by you and the zombies), end of the level, choos ean upgrade and you go to next level, etc. - Idea 2: you must survive infinitely: sunflowers grow, you collect them, with this resource you improve your harvester. And there is infinite waves of zombies coming and trying to kill you. There is several types of zombies. The upgrades shift your balance of power against specific types of zombies (for example, the "Armor" upgrade helps defending against a zombie). The important problem here is the winning condition. Either infinite with progressive difficulty, or defined by an ending state (with successive levels, or not!).