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oillen

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TimestampSince previousGameoillen's comment
Jan 8 21:40:22 Homunculus ♥ 6 GENERAL: This is a great entry, although a short game, it has almost everything in it. I would recommend this to show to students of Game Design and other types of education/training ... It shows how Media, Gameplay(Programming) and Narrativedesign can work well together. MEDIA: The Pixel Art is on-point, showing a good sense of lighting, mindfull color usage, following a consistent style is more important than flashy effects. Maybe there should have been a highlight on the students face, but we are talking about 2 or 3 Pixels ... There are fitting soundeffects & Characters talk in a mumblespeak so you can recognize who is speaking without being disturbed reading the text. GAMEPLAY: Yet again your game hold up a good standard with it's dialog system & point&click typical mechanics of finding and using small items... Having a crafting sequenze is a highlight in the game. The only weak part of it is how short this game is, but it is a great vertical slize ... that makes one wonder how a fully fledged out or a hour long version (made in an extra at Ludum Dare) would be. NARRATIVE: The Setting is a kind a surprise - or better said a well made subversion of my expectation - initially looking like modern day or a couple decades ago - there is some lore that this is not our world. Homunculus' story is told well paced, with no need of an intro, but in gameplay, starting with a dialoue that leads to a couple of tasks ending with a sequence holding a surprise at the end - as expected ;D πŸ“€ πŸ“€ πŸ“€ πŸ“€ πŸ“€
Jan 10 02:43:05 29h 02m Orchard Archer ♥ 2 I had a blast playing Orchard Archer at 3:00 AM ... the game's physic based archery is welldone and shows how much 'joy of use' can be the focus of a game. πŸ“€ The game allows you to do some nonsense LD_52_OrchardArcher_01.png It is hard (O.K. I had to go afk, then this happenend πŸ˜„ ) LD_52_OrchardArcher_02.png Finishing isn't trivial solving all quests need to be celebrated LD_52_OrchardArcher_03.png There are a lot of Secrets, from figuring out how to step over the spikes without harm, to returning to the game after getting to the final 'screen' LD_52_OrchardArcher_04.png Staying in the fight is the true challange and worth a risk. LD_52_OrchardArcher_05.png πŸ“€ πŸ“€ πŸ“€ πŸ“€ πŸ“€
Jan 10 18:55:54 16h 12m CowMower 2000 ♥ 2 CowMower2k needs 3 things to Perfection ;D - Restart Button - Cows mooing when mowed - (red) Particle effects still having a good direction - I am looking forward for your Games in the Future.
Jan 15 23:00:21 124h 04m Harvest Village ♥ 1 - would love to see a village with buildings - the the combination of a stack system and an adjacency system for tiles is a good idea and is somewhat polished executed - normally I dread randomized cards, though the other gamemechanics mediate a band hand
Jan 17 21:03:23 46h 03m Bee Happy Harvest ♥ 1 I think something is wrong with my instalation of the game ? LD_52_BeeHarvest.png Although it is a simple game, it is effective at entertaining.
Jan 17 21:21:42 18m 19s Mycotic Uprising ♥ 4 After playing your Game, I would agree most with @someone comment the most, except that I think the harvesting distance is clear after a couple of tries (it's almost touching distance) - that gives the Myconoids the change to shoot at the player right when they are harvested... so the meta is to firespray them and immmediatelly harvest them to minimize damege. With @jk5000 comment I do disagree on the point, that the game would be super simple - it is imho a complex game for compo especially that the gamemechanics of dashing, firespraying and harvesting work so much together not to forget that there is enemy behavior, projectiles and a Level/Score system. The harshed thing I have to say, is that Mycotic Uprising should have a bigger window, it is quite tiny on a 1920x1080 screen.
Jan 17 22:14:02 52m 20s Horticulture ♥ 1 This game is fun, and the customer names are funny and their demands became a joke... Still I had some issues, mostly with GUI/Collision related game elements,from cutting the wrong parts of a plant to the top GUI preventing to harvest the blue flower of those red Dren plants, and at worst at a certain point plant parts were not accepted for jobs anymore. Though I enjoyed it, it is relaxing and stressfull at the same time and I had a good time playing it while listening to Morrowind's soundtrack :D
Jan 19 00:14:26 26h 00m Farmtown Mowdown ♥ 2 First of all: The soundtrack is quite a bang and thank you for sharing it as download via your itch.io site! The Grafics are all okay, yeah there are no super detailed models, but the rough "resolution" and the strong shadows make a good first expression. The sounds existing in the game are quality wise good enough. You put a lot of effort in making the goal and setting of the game clear, I appreciate it. The game has not so much of a story but lives quite well from its flair, especially when the Combine driver is commenting the situation "WATCH THE PAINT!!!" The best part of the game is the gameplay. It is a somwwhat simple and dumb shooter, just how I like them. There are enough features to spice things up, like your objective to defend (and repair) the combine and addition like the weapon shop. There are 8 different guns in the game and (so far I know) 3 types of enemies, the normal green zombos, the green glowing spitter/throwers and the Big Ondes - so I would say Farmtown Mowdown has quite amount of content for a jam game. ... Here are my suggestions (from one of your blogposts) again: The zombies are quite silent, often you hear them the first time when they attack the combine. It would be nice if they would make some noise when shot. Some weapons are good, like the double barrel gun, though most β€œprecise” guns feel a bit to weak. Personally I think most of these plus the starting gun would be fine if they need one hit less, to get rid of a standard green one The Zombies are straight forward, and it is more difficult to defend the mower, than your self. My suggestion is, that zombies are more likely to attack the player, when either they got hit, are in a not to small radius of hearing gunfire, or are close to the player even at the combine. If the changes makes the game to easy, there could be consumable healthkits introduced, so the player gets no autohealing at the end of a wave… In addition having a system for gore, gibs and or more blood would be nice … it’s Zombies, you know. ... and I like downloadable games and play them every now and then - so would you mind?
Jan 19 00:26:16 11m 50s Hex-Yield ♥ 3 The soundtrack reminded me on spore and a soudtrack for asian nations in civilization IV ... and going through the tile-lexicon sounded like the Don't Starve characters. There are some combos that are wierd and others I would expect but they doesn't happen. For example I would expect that villages can transform flower tiles (meadows) to something, like a ground for cattle, or that floods could turn oasis-tiles into something. Personally, I would love to see an Ecosystem Simulator, where you influence the environment ... ok I want a glorified map editor with interaction and simulation. I had relaxed fun with toying around, so here are some screenshots for you, when I played it the third time: LD_52_HexYield_01.png LD_52_HexYield_02.png LD_52_HexYield_03.png
Jan 19 00:33:39 7m 23s VR Farm Life ♥ 1 Just wanted to ask if there would be a non VR version - after reading the comment section, I would like to ask when it is going to be released, this weekend maybe?
Jan 21 22:31:29 69h 57m Total Extinction ♥ 2 Played it on Browser and had quite fun. In my the first completed run, I thought the green and red room was the most difficult part in the game, but in the next attempt after it I made through it with one try ... but the triceratops elsewhere got memoryholed πŸ˜† LD_52_Total_Extinction_01.png
Jan 21 23:09:44 38m 15s (Test) ♥ 1 The Prototype has potential, and I am looking forward for the post-jam version Yeah I also had the problem with the Spacebar action, it seems to be more often with tiles adjacent to one above, but retrying helps sometimes... The game could have some danger like falling of the asteroid - in future versions maybe? LD_52_MoonHarvest_01.png
Jan 21 23:45:56 36m 12s Starchy Defender ♥ 2 Pro: - Bugs getting splattered - Multiple features (tools,tiles,plants,bugs,water etc.) working together Con: - Dirt tiles dry up to fast (though the coolest solution would be, if they can stack charges of water) - sometimes detection for harvesting is complicated and here is a screenshot during the battle for the last needed potato LD_52_StarchDefender.png btw. I like to remind @jk5000 that this is also not a super simple game like Mycotic Uprising is not a super simple game(hehehe flame).
Jan 22 00:40:14 54m 18s Star ReaperZ ♥ 2 Ok jam entry, simple gameplay mechanics (shooting(effects&explosion) and evading) used well. The harvesting and energy could have a deeper meaning in the game, e.g. you need energy to fire and repair your ship, or charge shields. While the style is adorable, enemy ships appearing midfield instead of rolling in over the top border is a unnecessary taint. There could be more of ... everything: one or two more weapons, shields, more enemies, and enemies that shoot more, destroyable asteroids ... In conclusion your game is too simple & easy, looks & sounds pretty, you did mostly well in polishing, and I would like to see that your next creation is cautiously more ambitious.