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Pennycook

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TimestampSince previousGamePennycook's comment
Jan 10 02:45:48 Word Harvest ♥ 0 This is a really unique take on the theme. Having to watch all the rows of words simultaneously makes this more challenging than other typing games I've played, and the art is brilliant. Great job 👍 As you noted above, it's eerily quiet. I understand that you ran out of time, but I think you should definitely revisit this post-jam to add some sound-effects and a backing track. It would make a world of difference. I also think that the difficulty ramps up too slowly. I think I could probably have made it much further than I did (Level 2), but the early levels weren't challenging enough to keep me playing.
Jan 10 02:51:18 5m 30s Let's get this bread ♥ 1 Funny stuff 😆 My favorite part was seeing all the different breads, especially the really long one and the (presumably infinite) nested bread. I wasn't really sure that getting the achievement was _really_ all there that there was to it, so I spent a while clicking around (and trying to click that really small piece of bread). Something like a "No, seriously, that's it" would have been helpful. 😜
Jan 10 03:05:03 13m 45s Heartvest ♥ 2 Congratulations on your first game! It's very responsive and very fun to play; the sound effects and music are well chosen, and I enjoyed that the music accelerated alongside the ever-accumulating hearts. As for the RigidBody2D issue... Godot's Debug menu has a "Visible Collision Shapes" option that has saved me a few times. It might be that the collision shape isn't quite aligned the way that you think. If it's not that, my money would be on the heart's velocity being too high -- if an object is moving too fast, it might move far enough in a single frame to jump "through" the object that it was supposed to collide with. I think the technical term for this is "tunneling".
Jan 12 02:43:13 47h 38m Zomvester ♥ 4 Simple but surprisingly addictive! I could see myself playing a lot of this. I think a tutorial would really help the player to ramp up, here, because it took me a long time for me to work out what was going on with the plant abilities. I was too focused on the middle of the screen to notice the fire meter building up, and I mistook the watermelon projectile initially for a bug. I also agree with @profan that it would feel much better if you could slash in a different direction to where you're moving. Running back and forth _works_, but I would have felt cooler running circles around the zombies.
Jan 12 02:53:27 10m 14s Green King of Vegetables ♥ 1 This is an amazing compo entry. It's a real shame you didn't get the music finished in time, because with a good soundtrack this would be even better. The upgrades ramp up very nicely, and I felt very powerful by the end (which is always good)! My only suggestion for how to improve things further would be to introduce more jeopardy, and possibly remove the tomatoes after a few early waves. I enjoyed hunting the carrots down, but nothing _forced_ me to move beyond the tomatoes -- I could meet most of the goals using tomatoes alone, and since they're so easy to kill things didn't feel very challenging.
Jan 13 02:53:51 24h 00m Carrot Simulator ♥ 2 This is a great compo entry. The art is good, the music is good, and it's a complete game! 👍 Like @bobbo I couldn't get the shop to work, and don't think I encountered any opportunities to earn any gold. I kept clicking "Make mad" but nothing seemed to happen. One other thing that stood out to me was the font (which I think might be the Unity default)? I personally find it really jarring when high-resolution fonts are used with pixel art games, and I think the overall aesthetic would be more consistent if you switched to a pixel font. I like [monogram](https://datagoblin.itch.io/monogram) and [m5x7](https://managore.itch.io/m5x7), which are both CC0.
Jan 14 02:42:49 23h 48m Hectic Harvest! ♥ 1 This is a really good take on the theme, well executed. The BGM is pretty catchy, too. I agree with some of the earlier comments about how difficult it is to figure out what's going on initially. A tutorial of some kind would really help. Some other random feedback: - I found a bug where if you left click/right click too fast the tool you're holding with starts to float away. 😆 - I feel pretty stupid admitting this, but the seed box looks really similar to the order box. I genuinely tried to put the seeds on the conveyor belts several times before I realized what I was supposed to do... - I couldn't figure out how to get my apples onto the conveyor belt at all. I threw them off the screen, but I don't think it counted.
Jan 14 21:27:34 18h 44m Scrapped ♥ 1 This feels really polished, and was a lot of fun to play. The pixel art is really crisp, the 8-directional movement feels really smooth, and the soundtrack fits the gameplay perfectly. A very impressive entry! I like that shooting robots more than once increases their velocity, and I think the bounce mechanic is cool. But I think that they probably move _too_ fast. More than once I accidentally shot a robot into another, setting off a chain reaction of bouncing robots that was impossible to avoid. It made me play very cautiously. The UI elements are very small, and I'd recommend making them about 5x bigger. With them being so small and in the corner of the screen, I found it very difficult to pick them up with my peripheral vision. They contain important information, so they deserve to be about as big as other important elements (like the player and enemies).
Jan 17 02:56:18 53h 28m Turbeets racing ♥ 2 Great game. I played all three levels and had a lot of fun. I really would have appreciated a jump button. Some of the fences in the second level feel like there's no way around them, and watching the radish jump over them effortlessly made me hate him so much. (If this was deliberate, then very well done. 😆 ) I initially thought that a race didn't fit the theme well, but upon reflection I can see that you have to _harvest_ turbeets from the other fields to get your turbo boost. If you continue to work on this, I recommend incorporating the number of turbeets you harvest into the score somehow. That might improve replayability, and it'd be more obviously tied to the theme.