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Porcus_Pie

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TimestampSince previousGamePorcus_Pie's comment
Jan 12 08:02:14 Tree of Destiny ♥ 3 I found this game a bit difficult to play. I loved the mood you created, first person dungeon crawlers have such an atmosphere and you managed to get the graphical style pretty well crafted. The controls didn't always work however. I would often hit back, or strafe, and it didn't do anything. I like the fact that you have a mini-map but i think it would have been nice to have that bigger, or maybe have more of an indication where the rest of the spiders or the tree were, just so there was a bit less getting lost. I had one incident with a spider where it shot about 10 attacks in a row and almost killed me in one hit! I think with a bit more polish you could have this looking nice, as the atmosphere is almost there, but the controls were a bit too off for me. Nice work!
Jan 12 08:10:19 8m 05s Money harvest ♥ 1 Really interesting concept and idea! I liked the faced-paced frantic energy you went for with having only 60 seconds. The game was a bit spoiled for me as soon as I realised I could just alternate spamming "sell" and "spend time with family" with no consequence. I liked the humour you tried to go for, it felt very cynical especially with options such as "scam". I would have loved to have seen more of these options, and maybe more limited options so you just couldn't switch between two overpowered solution. Adding maybe timed options, more punishments or just more refinement on balancing you could get it really interesting and in-depth. Fun concept though and an interesting way to spend 60 seconds!
Jan 12 08:17:40 7m 21s Poly Harvest ♥ 1 Really gorgeous looking game, I love the pseudo-3d and the limited colour palette you used. The blues, whites blacks and reds were really used to good effect. I was honestly quite surprised when I hit the plant balls that they did actually react with some sort of physics, I'm so used to pseudo-3d games being very limited in this regard. I will say that as much as I loved the visuals, that did not stop me from feeling physically motion-sick when moving the mouse, maybe having a more controllable rotation would have reduced that. I also really enjoyed the tech, but found the actual game itself could have used a bit more. It felt a bit like a tech demo. Was still a lot of fun to punch balls around and I was impressed by the effect, nice work!!
Jan 13 00:53:33 16h 35m Farmer Joe ♥ 1 I enjoyed this! Honestly for two year 8 students it makes me feel bad looking back at what I did in high school 😅 Seriously though I was pleasantly surprised by the amount of depth this game has under a very simple premise. I found myself really developing systems and almost creating my own gameplay loop that I found effective. By the end of the 10 minute game I had over $1200 with some garlic still growing, I found it to be the easiest. The graphics are simple but easily readable, I didn't have too much of that awkward farming game "is this crop ready" type of vibe. I think like others have pointed out, maybe some audio, maybe some particles, having a little bit more polish would have been great but this is also a jam game so I can look past it. I did want a bit more from it as well, I think if you were to expand the game adding maybe more crops, lifestock, upgrades, maybe some autofarming? I think it's a great start for something if you do want to expand! I will say however I did come across one little glitch, I planted some garlic and it just formed like a tiny sprite and refused to grow? I couldn't harvest it or anything. FarmerJoeGlitch.PNG Overall though nice work, this was fun.
Jan 13 01:02:34 9m 01s Penrose Process ♥ 0 This was pretty neat! I love the whole risk reward mechanic you have, and tying it into the theme of a black hole and space time distortion. It did take me a second to figure out what was going on and what all the power-ups did, but once I got the hang of it it was a nice distraction. I can almost see this like a phone game, with simple one touch controls. The graphics were simple but easy to read, and the audio really fitted the game, didn't get in the way at all. I did find that when starting some levels I Would be immediately hit with asteroids that spawned on me, which felt a little unfair if I'm being honest. Overall though it was fun, if a little unfair in later stages, a nice little time-waster!
Jan 13 01:13:45 11m 11s URSA MAIOR ♥ 2 This was so ridiculous in the best way possible I love it. Possibly the only game so far to make me laugh in the dumbest way. The story and the rhyming was a really nice touch, and it really guided me through the world. Maybe too guided if I had to be nitpicky, felt a bit less like a game and more like an interactive story, but if that's what you were going for I love it. The graphics as well were charming, I felt like I could identify things really well, didn't have any issues in that regard. Honestly seeing the bear get stupidly big that first time set the tone and I just was chuckling the entire time. Only other complaint would be the hitbox when in space was occasionally unclear, but that didn't really stop my enjoyment at all. Great work.
Jan 13 01:25:23 11m 38s HELLGATE HARVEST ♥ 3 I'm a big fan of music games so I was looking forward to this one, I know music games are quite difficult in game jams (I learnt my lesson years ago 😰) I think the concept is really interesting, slicing up souls to a beat is a funny way to look at harvesting. I agree with some other comments however, the timing felt a little off and it was hard to tell when to hit the beat, and what was on and what was off beat. Maybe if you had the souls come a little more linearly towards you (as they sort of slowed down when they got close), or introducing some beat lines into the souls like in other music games that might help with some of the visual clarity. I think having a way to skip songs might be good as well, song one really dragged on. Interesting game though, and I like what you did with the concept.
Jan 14 02:31:11 25h 05m The Harvest Inspector ♥ 2 Gorgeous, loved it. You really set the mood here fantastically. You took what was quite a simple game and premise and gave it a lot of polish and charm in presentation and atmosphere to really set the mood of the scene well. I felt like I was playing some TTRPG and had a GM breathing down my neck. This has been the only game to get me to break out a pen and paper, which I just love doing. To use the overused journalism line, it made me feel like an inspector. I think my only complaint is that you could have maybe fleshed out the UI a bit? With the atmosphere, the rewarding puzzle and all the theatrics, it felt a little flat having just text on a screen. That's a very small complaint though, I was so surprised by the polish and by how engaging this was, was a great time. Congrats!
Jan 14 02:39:36 8m 25s Highway Harvester ♥ 1 Not really that much can be said that hasn't already been said by other people. The graphics and audio were really nice, I loved the sprite work, especially on the portrait, that was a really nice touch and looked really good so great aesthetic! It could definitely use some more though, maybe some sort of punishment or obstacle? I never really felt like I was under any sort of pressure or difficulty. That being said just moving and shooting was fun with the mood, spent more time than I would care to admit just doing that. Congrats on getting it done and in, nice work!
Jan 14 02:54:16 14m 40s Lightshrooms ♥ 1 This was really neat! I love the central mechanic and gameplay loop, having that memorization, and really planning out when to hand it in and when to look for more pathways, it was really relaxing. The mood was set really well by the audio as well (even if it reminded me of my morning alarm). I think it would have been really nice if there was a little bit more visual variety in terms of the light areas, just some landmarks that could make navigation a lot easier rather than just going on pure visual memory, e.g. left a bit after the red mushroom. Overall though this was really relaxing and a nice break after the compo stress!
Jan 14 03:13:17 19m 01s When It's Harvest Time ♥ 5 **It's harvest time alright.** I was initially confused as to why this game had no screenshots or images or anything, but I think I know why 😅 I'll try to review without leaving too many spoilers for anyone trying it out. I did quite like the bait and switch, it felt fitting but not out of place. You already had set-up some sort of absurd humour, and switching to more absurdity worked well, I was laughing. I found the mouse sensitivity quite low for me, I understand this is personal preference however it did get in my way a little bit. The game felt really smooth once I up-ed my personal sensitivity though, the movement felt really nice and I loved the sort of ps1-style low poly you were going for. I think with all the cash, and button pressing, it would be good to have a bit more progression or upgrades involved. I'm not sure if there was one but I missed it, but I ran all over the map searching. Speaking of which once it was harvest time, I did find that my game started to really run slowly, just as the spawning never really ended. Overall though this was certainly enjoyable, and I did find some humour in it well done
Jan 14 03:24:08 10m 51s CRAWLER CRAWL ♥ 1 This was fun! The movement was absolutely buttery, I'm so used to playing very typical 3d fps type games during jams this was a breath of fresh air. I found the environments had a really nice atmosphere to them, they were dark and dingy and it felt really quite oppressive in the best way possible. I think maybe some more landmarks to help navigate might be good? I felt like I was running around in circles. The bugs were really neat too, all of them were pretty easy to distinguish just by visuals, and I knew what I had to grab and what I had to avoid. Similarly the fear mechanic was a really innovative way to look at losing, less health and more how much can you stomach. If anything the fear kind of mimicked the fear of losing as when it was up, I was stressed. I will say I could barely get some of the hitboxes working, I would swear I would net a bug and it would just run away, and that definitely made it hard to keep playing at some times. I also am going to be a broken record and say that audio would have really made this mood just 11/10, but it's a jam so 100% get the lack of any. Overall though this was a really nice feeling game with a nice atmosphere to it, good work!
Jan 15 06:03:55 26h 39m Alien Cropping ♥ 1 This was a really neat concept. I liked the balance you had between shooting and farming, it didn't feel too overwhelming. The environment and mood as well were both pretty stunning, there was a very absurd sort of vibe that was a lot of fun with all the geometric elements and shapes. I liked the switching camera, but found it always swung a bit weirdly when changing, it was slightly disorientating. I also found that when I was shooting, where I was aiming never ended up being where the bullets ended up going, it was always off. Overall this was pretty cool, I enjoyed it.
Jan 21 05:45:16 143h 41m Midnight Harvest ♥ 3 This was really solid! I love the concept and I feel you executed it really well, with a nice balance. The art style was the perfect level of horrifying, I love the choppiness of it and the grotesque faces, it was a really unique touch in the best way. Props on having a tutorial as well, they are honestly so nice to have in a jam. I will say I did find the camera could sometimes be very shaky, especially on the farmland. I actually had to stop playing early than I would have liked as I did get a bit motion sick. Overall though this was fun, I feel I've seen similar concepts of harvesting and fighting but this really pulled it off so much more than any others I have seen, nice work
Jan 21 06:14:59 29m 43s Pomodoro Panic ♥ 1 This was short and simple, honestly the best way to do Jam games. You managed to get something with such simple yet smooth movement and really flesh it out with some really interesting and fun interactions and gameplay, well done! The movement was buttery smooth, the perfect level of slipperiness. I found myself picking it up really quickly, and then finding that the more I played the more confident I got literally jumping around and almost juggling items that get thrown in the air, it was a fun time. The graphics were simple, but I think that really played into this games favour, any more complicated and they would have not kept up with the frantic level of gameplay, you weren't lying calling this game panic. Speaking of presentation I think maybe some more audio would have been nice. Given how short the days were having a frantic theme that sped up as the game got closer to the end would have been just the icing on the cake. I will say you were not lying about the difficulty, I found myself really struggling. Not always a bad thing but it did mean that I eventually had to give up only at level 4. It took me quite a while to figure out the tool pick-ups, and I often would forget which one I was holding and end up wasting time trying to figure it out. I think either having a button to pick-up an item, or maybe just an icon in the corner showing what item I was holding would really just add some clarity, and get rid of the issue. Overall this was really fun, so simple yet executed so well, a really nice level of mechanical depth with super simple controls. Fantastic!
Jan 21 06:29:22 14m 23s (we sell) P.E.O.P.L.E. ♥ 1 This was an interesting concept. I liked the idea behind selling data and trying to balance all the different elements. Having to build up all the bars and search for the right one was a neat take and I felt it had a lot of potential! It was a balancing act and it was rewarding to get close to the goal. I did find myself just getting more frustrated however with certain aspects of the game. As everyone has already said the deadline is just too short, I'd almost have it perfect and then boom, it changed. It was really rough as well as I could not find anyway to actually get rid of any of the stats, so if I missed the first deadline I was just screwed. Let me know if there was a way but I'd just miss the deadline, and have to restart the entire game or wait fingers crossed a similar goal would come around. I did enjoy the humour of the game, it was interesting looking at the stats of the people and the emails that would be coming in, that was a nice touch. I think with a few tweaks, UX changes and a bit more time this could be a really frantic and fun game, you have a nice concept here!
Jan 27 08:06:13 145h 36m H.A.R. VEST ♥ 3 I loved the presentation on this game, I'm always a sucker for this style of visuals and combined with the UI and music it had a really nice overall aesthetic and feel to it. The concept was also a lot of fun, having the multiple abilities and different ways to explore was really enjoyable, and I felt I had a lot of chance to almost sequence break a lot of the game and really experiment. Not to be a bit of a broken record, but like other people have said some tutorial, UI over controls, and maybe some less heavy platforming would have just increased the game feel a bit for me. I'd often found myself jumping just a second too late and air dashing straight off a platform, so maybe some coyote time would have been a nice touch. Overall though I liked what you put out here!
Jan 27 08:17:14 11m 01s Traumascape ♥ 1 Oooo this was unsettling, I will be honest I didn't expect to be spooked by the initial art style but the muffled voices, dark screens and really dreamlike, sort of shifting trauma-scape was really unsettling, fantastic mood. I really wanted to see more from this I loved where it was going! I think the lack of music and only occasional sound effects really added to it. It would have been so easy to just have the 3d area be a cutscene but having you actually push forward was just rough in the best way, really forcing the player to go towards the danger. I think the length of the game does make it hard to stay scared I will say, and as you have mentioned the ending is a bit unclear. I also will admit trauma is always a very sensitive topic, so I would have liked a bit of a content warning, and if you do take it further it would be good just to do some research and not cross any boundaries. This was an interesting short experience though I'm glad you submitted it in extra!
Jan 27 08:33:18 16m 04s Harvest Hewn ♥ 1 I loved this, one of if not the most polished LD game I have seen. The graphics were stunning, the audio was really well put together and I love the little attentions to detail like the swinging animations, and the differing particle effects that shot out coins all over the place. It all came together really well. It did take me a while to figure out what to do, and I think some explanation into what all the different vegetables actually do might have been a nice touch, but once I got into the gang of it I was really enjoying the strategy. I think my only main complaint is just the difficulty, I never once found myself scared of in danger, even when I was absolutely surrounded. I loved the whole aspect of the board getting more and more veggies and visually it was intimidating, but I never really felt stressed as by that point I had the best armour, and so much health. Overall though this was fantastic well done!
Jan 27 08:41:02 7m 44s Type-Eat ♥ 1 I feel like I'm back in school 😅 I've never seen a typing Ludum Dare game, this was really unique! I love the humour you had, especially with the opening cutscene and kicking all the veggie;, it worked really well with the audio. As others have said it did start off slow, but once it ramped up and introduced multiple letters it did get challenging and quite fun! I would have love maybe some sort of life system so it was a bit less punishing, but was still pretty fun, nice work!