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NBumgardner

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TimestampSince previousGameNBumgardner's comment
Jan 10 22:50:16 Soulful Harvest ♥ 2 This is my favorite game I've played on Ludum Dare before, great job! The gameplay is fun getting to amass lasting powerups while defending your land. For future gameplay polish, I feel like having a way to return to the ground faster would be nice for greater control. Whether that is making holding jump go full height so a tap does less, letting you dash downward, or making you heavier while carrying a seed, I often find myself scrambling in midair to land. More weapons could be cool, maybe granted by reclaiming a haunted house for long enough to have it drop a weapon like a boomerang, or a lance that has a big forward hitbox while charging and a smaller hitbox at the tip while holding it upright. Or maybe you go inside the house and defeat 6 ghosts to free it, and then it also lets you hold an extra seed and counts as a shack for providing more seeds. Also having a way to increase the time limit would be nice. Maybe there are special enemies that leave after a while and drop stop watches for +5 seconds each. Making the player invincible was a good idea since the kobold-like hero has a stubby range. I also like how the attack lasts long enough you can hit multiple ghosts in one swing at higher speeds.
Jan 10 23:26:42 36m 26s Buzzkill ♥ 1 Congrats on making an eye-catching RTS in such a short time! I have some feedback on game mechanics: 1. Selecting units and moving them once works great. 2. I do not understand how to combat the enemies safely. My troops fight really well at first until they get stun locked in a tight group where the enemy keeps pushing them back without my troops fighting back. Maybe some invincibility when an ally gets hit would help it have enough time to recover and hit back. 3. Combat units clump up and are hard to separate out for strategies like surrounding the opponent. Maybe if the troops spread themselves out while traveling in a hexagon formation they would be stronger as a team. 4. I like the simplicity of the unit selection, and how the title screen encourages almost mousing over the hive on start up to direct the player on where to hover. 5. I think the title screen would be more user friendly if the mouse was at least partially visible, such as by making it partially transparent and drawn on top of everything. Making a mouse completely hidden may confuse the user when they lose track of their input of a mouse cursor. I also like the uniformity of the art and gameplay for simplicity, I forgot I was even looking at a game and was able to focus on tactics within a cheery world with nights of danger.
Jan 10 23:46:07 19m 25s Pointless Harvest ♥ 2 It is a fun game, and nice to see 3D graphics in a game jam. Farming corn gets repetitive, so having a way to get a money multiplier instead of extra chances for farming would be nice so the player does not feel obligated to use all 5 or more tries of harvesting corn every day. Maybe capping the number of fields to 3 could help with that too. I wonder what the non-corn upgrades do, if the chicken money is free or has a 2nd mini-game.
Jan 10 23:59:32 13m 25s Wheat Master ♥ 1 A well made clicker game. Besides the desire to just mouse over without double-clicking every patch, I think being able to play on a smaller monitor would be nice if the upgrade menu was anchored to the right edge and could be collapsed/expanded.
Jan 20 05:04:51 221h 05m Herogatchi ♥ 2 Congratulations on the game! As others mentioned, increasing feedback on the Tamagotchi section would help make it more fun to explore by feel and easier to tell how fast your training is progressing toward a stronger hero when you harvest. I was impressed by the smooth switching between the 2 game modes, and besides a few UI overlay glitches after a death, it worked great! I laughed to myself when I accidentally rolled off of the level, only the pits in the middle of the level seem to have invisible guard rails.
Jan 20 05:48:22 43m 31s Anne & the Carrot Islands ♥ 2 Excellent job! I overthought level 11 but eventually beat the game. Some thoughts: 1. At first I thought letting you move Anne with arrow keys during the start menu would be really fun way to teach movement. But since the ground falls beneath your feet in levels I like your way better of waiting until a level actually begins to learn. 2. Of the cute moments, my favorite is that the word bubbles come from the carrots you are about to harvest. 3. The contrast of the normal carrots giving fearful glances while the power up carrots smile and blink is retro and simple design in a good way. 4. Are the decorative seeds on the ground hints, or just decoration? 5. The first level is both easier and harder than it looks, which I appreciate. There are many ways to lose compared to later levels, but it teaches the player to reset when they get stuck and if you blindly chase carrots without running into a dead end there are many ways to win the level. 6. Nice job of reusing the spacebar for special abilities, while letting the user highlight or burrow to where they want to land without committing to crumble movement. 7. The footstep SFX helps a lot with the audio feedback and contrasts with the music. For visual and audio constructive feedback: 7. Make the end goal unlock even more obvious. For example, you could play a more triumphant SFX once the last carrot is collected and throw some confetti out of the flag as it turns green. 8. I think backing off on the percussive-drum and/or xylophone-attack parts of the music every other playthrough or during the smoother bridge could be nice, to let the player focus on puzzling as more of background music. The music is great for having variety and drive, but felt repetitive I think for me due to the punches. That might just be my taste though, I write a lot of repetitive music too. It is just my feeling for this game being on the calm side. 9. Let the burrowing out animation play before triggering the visual of the level being over. It only happened once, but if I were spectating someone else play then I would not know exactly from looking what triggered the end of level victory. Again, excellent job on polishing the entry and finishing strong.
Jan 20 06:13:00 24m 38s Harrr-vest ♥ 0 I am very glad someone made this pun! Adding a way to reset would be nice to save on load times from refreshing the website. Or maybe show "The End" or something on the screen so the non-secret endings look finished and not like the next scene refused to load. The writing felt believable to me and I look forward to seeing more of your games in the future.