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Wouter52

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TimestampSince previousGameWouter52's comment
Jan 10 14:13:10 No Harvest ♥ 3 I had lots of fun playing yours! Here's some feedback - I like how the red plants are immume for the fire-like disasters, the blue ones for water/wind and the blue/red ones for all but thunderbold. It is a little detail, but it makes the gameplay so much more enjoyable with that color coding - I like how you have the thunderbold, and that it is a small but general disaster you can always use - I had one situation where the game would not let me execute a disater while clicking 'OK', I could not reproduce that behaviour in the next - I like how each disaster has another patten - The music is fitting but a bit repetitive. But then again, so is mine (maybe worse haha) - The graphics are cute! I see that you opted out, is this some kind of texturepack you used? - The story is funny! Its almost sad that this is the first game I'm reviewing, because I think this could be a very big breath of fresh air if you just reviewed 23 farming simulators haha Great job!
Jan 10 14:27:55 14m 45s Human Harvest ♥ 3 I like your game. It is intuitive and easy to play. The upgrade system works very nice. Some feedback: - I like how the music is diffrent in the upgrade menu. It sets the mood very nicely in contrast to the music while harvesting. - This game could have been even better with a wraparound system in the world. So, there would not be an invisable wall, but rather you'll endup where you were before after a while. - I love how the tanks make a little noice before shooting. It makes the gameplay better. _ First I did not know what to do to return the humans, ben then I thought "what would the aliens do? Ofcourse! Go up!", very cool mechanic - I think the graphics look great. However, the menu while upgrading looks a bit out of place compared to the actual gameplay. As if someone diffrent designed it. While writing the review I see that there is a big team behind this game, so I think my suspisions are right? ^^ - I love how the buildings have a draining visual to indicate how many humans are left. - This game could use some sort of highscoring system. I know that is a lot to ask for a 72h game, but it makes competition between players much greater
Jan 10 14:44:00 16m 05s H.A.R.V.E.S.T. Harvest And Recon ♥ 2 Ooooh some much potential! I can see that you guys had more ideas in store :-) Some feedback I have for your game: - First of all: a simple counter on how many points/heads you have collected could make this game so much more fun! Now it is very hard to determine when you cut a head, torso or legs. - I don't know what the little 3D model at the lower left corner is for. Was there an idea behind that? - The constant screaming is a very well done addition ^^ Especially when lots of buildings are set on fire. In your description is listed that burning buildings generate more crowds, that is not implemented? Or did I not pay attention? - Maybe the humans could have been more diverse. Some small ones, some big ones, diffrent clothes, etc :-) That makes the game even more challenging I think, as the humans have diffrent hights then I like your game, as usual something diffrent and experimental! Did you have fun creating this?
Jan 10 15:10:29 26m 29s mad veggies ♥ 1 Love your game! Here is some feedback for you: - The music is very nice and sets the mood perfectly. - I like how some levels have a little 'tutorial level' before it to let the user fiddle with the mechanics. - Maybe, to make those tutorial levels more useful, add a button the user must click to confirm ending the level, so the user can expierment a bit more. Now I'm writing this, I found out that you can revisit levels. That is so awesome! - A little selectionbox around stuff you can click while hovering could make this game a bit more easy to understand. - I would have liked that you can switch veggies around. That is useful for when the board is full with happy and mad veggies. Then you don't have to drag them to the inventory all the time - A reset button clould have been nice - The graphics are very nicely done! - The level editor is just.... a cherry on top (I'm sorry). But seriously: that is AWESOME!! It adds so much to this game! This is a very polished game! One thing I would add: I did not know you could add a name to the level. (I made: *h?F)MTt4BzX8MNHlB), and with name: Ah@F8CIuuWm"ww1B}MLfK
Jan 10 15:28:16 17m 47s Treasure Season! ♥ 1 Yay! I made it to the boss battle! I think you solved this problem very well! Glad to have played it. Some feedback: - Sometimes it was not explained well which holes you can jump in and which you don't. In the gamewourld you could have made designs which tell you which hole means death and which one don't. Maybe with a little sign next to it, or make the deadly holes darker at the bottom of the screen - I broke the health system at one point I think. It was after messing around with the health bottle? (The red one) - I found a plant that spawns infinate amounts of crops. (third one you encounter I believe, see screenshot) - Very solid game! Well done!
Jan 10 15:34:37 6m 21s Fruit Fall ♥ 1 I like your game! Some feedback: - I like how you have to bounce rotten fruits in the recycle bin. The first two levels I did not understand that thing, but when the gray apple came, I knew right away what to do! - In the description you talk abou rare fruits. Which ones are rare? - This game passed my idle-test, where I let the game run while writing this review. I did not clear the level that way, which is a good thing :-) - Very polished game. I had fun playing yours - The color blind mode is a very good addition.
Jan 10 15:43:27 8m 50s Not Mushroom for Error ♥ 1 Haha I love yours! Some feedback I have: - When discovering a new mushroom, maybe instead of needing to press ENTER, you could let the user just use AB ZX, otherwise it disrupts the expierence a bit - I love the sound effects! - The graphics are quircky in a fun way!
Jan 10 15:54:32 11m 05s Lightshrooms ♥ 1 Good stuff! Here is some feedback: - Love the fact that you need to remember the pathways, very well done addition - The particle effects are a bit heavy for my machine - Short and sweet, I like how there was an indicator for how many levels there were. For Ludum Dare that can be an argument to play until the end :-)
Jan 10 19:06:43 3h 12m The Teeniest Seed ♥ 1 Such a fun game! Some feedback I have for you: - The way the seeds plant themselves feels so satisfying! - I wish there was a way to get an overview of each level. I don't know if you intended it like this, but I feel that every puzzle game should be able to be solved flawlessly if you know what I mean - I love the character select options! - I see in the comments that there is a reset option, I was about to suggest to add one ^^" Maybe instead giving the player a notice in-game would help. As you need to reset a lot. Ofcourse there is a retry option among the character select screen. I used that a lot ^^ - I like the controls and how effortlessly the gameplay is as a result of that. I can learn from that. - The music and graphics fit together very nicely. Well done!
Jan 10 19:18:57 12m 14s Star Harvest ♥ 2 Oooh that is cool! I like this kind of stuff! The leaderboard is a good addition to this game, as it gives an incentive to keep going! Although, I wonder if there is a tactic, or if this is truly luck-based. I haven't found out yet. Feedback I have: it would be cool if the leaderboard could be shown in-game. It almost works the same as my own system; a textfile somewhere on a server ^^" You are able to post there, so I would imagine that retreiving such data would be trivial :-) I took a look at your code first. I was like "Wait... why would it need to get my computername?" and then I saw what it was used for. Very clever! Then you don't need to handle code for players to add their alias/nickname ^^" Although, then the player does not really have control over what will be sent to the server. That could be privacyrisk maybe, I'm not really qualified to make such statement, just an honest thought :-)
Jan 10 20:02:17 43m 20s Orchard Archer ♥ 1 Ok, I don't know what is worse. The fact that I shot the merchant right away after opening the game, or the fact that you anticipated folks like me and made it say thing like "ouch" and "please stop" hahahaha Love your game! I like how you get introduced in an environment that is not hazardous, and then get dropped in a room with spikes and projectiles. This game could have benefitted from a littlebit of music. A basic loop (that is not irritating) could have been enough. I used Beepbox.co for that, it is so simple, that even I could use it!
Jan 10 20:20:07 17m 50s Agent 007253859 ♥ 1 Euhm.. No really sure what I played there ^^ But I can see you had fun. It felt a bit like playing inside the head of a chaotic artist ^^ Sorry, I don't have much to say about this one. I see you had lots of entries already, so you know the basics. This looks like you just had a blast making this as cursed as possible and that really worked out 😁
Jan 12 16:20:36 44h 00m Harvest Hewn ♥ 1 This is a cute game! Some feecback I've got for you: - First I was not sure what to do exactly, but once found out, it was easy to play but hard to master. Just how I like it - The gnome is cute haha - I found an issue where the text would be partially behind the gnome. Not a big issue, but I thought I would mention it - The music is very well done.
Jan 12 16:31:01 10m 25s Not another farmer game ♥ 1 Cool little game! I like it. Some feedback: - First I was not sure why I could not chop down the crops. But then I saw that it was not working while holding a seed. Maybe that could have been more appearent. - The music is very well done - The last level could have been more interesting if the plot all the way at the bottom would not exist. Then the player has to come up with a good plan on what to grow when. - The name I don't really get. Because this is a farmer game right? :-) *"It is a bit of a β€œchill” game but also a bit of stress of arcade."* This is very true, well done!
Jan 12 16:42:39 11m 38s The Anti-Harvest Brigade ♥ 2 Ooh, this one was pretty difficult for me! I like the idea though! Some feedback, but maybe not good feedback as I don't really play these kinds of games a lot: - It was not clear to me what the gray arrows meant in the later levels, they seemed to change a lot, there were even gray arrows pointing from enemy to enemy. - The upgradesystem is very cool. It seemed like every character has their own default set, which you can overwrite. Very nicely done - The music/sound effects seemed to be missing for me. I'm playing in firefox. Was there supposed to be sound?
Jan 12 18:33:34 1h 50m My New Job as a Grammy Bouncer at the Local GramCo Sugar Factory?! ♥ 1 Hih what a fun game! - I love the sound effects, I think one of them at one point said "oohh my hip" :'-) - The bounces were a bit unrelieable sometimes I think. There were points where the bounce was very low and I could not get it higher - I like how there is a bit of a story line in this one. The tutorial level is very well woven into the game - Not a fan of the gaphics though, I'm sorry. The background is very cool though! Looking at your previous entries, this is clearly a stylistic choice, which makes it somehow better for me :-)
Jan 12 18:52:29 18m 55s Encryption Harvester ♥ 1 Ooh! I spent way too much time on yours haha. I love it! Such a simple idea put in such awesome package! I haven't finished it though, I'm a bit too tired to do deep thinking Some feedback I've got: - I love the animations in the text when trying to decrypt the word. It gives this game a hollywood feeling - I like how you put the 'post-jam-toggle' inside the game - I have not yet seen a customize controls menu in an LD entry yet. Especially in a compo entry - I like how the game gives you the option to go further with the story, or for you to choose to kill the time with more puzzles!
Jan 12 19:01:53 9m 24s Fields of Fury ♥ 2 Oh this was cool! I'm a sucker for these kinds of raytracing dos-like video games! Some feedback: - I think the music was very cool! I see that you rewrote the sound engine for the webGL version. Did the music also change then? Or did you record the midi version for the webGL game? - The enemies were a bit too passive for me, at the end of level 3 or 4 (I don't remember) I saw some moving ones. Did you do that on purpose? - I found it a bit too easy to find the door and key in levels 2 and 3 without encountering a lot of enemies - How did you make this game? Which engine did you use? I'm very curious!
Jan 12 19:09:37 7m 44s Brain Crops ♥ 1 The best interpetation of the theme I have seen so far! Love it! Some feedback I have got: - The words were a bit too hard to read while it was moving. Maybe the font could have been a bit clearer for fast moving reading - First I thought there was a penalty to putting the words in the wrong spot, but surprisingly there wasn't! I think the game could have been even more fun if you could somehow put words in the wrong spots. - The graphics and music are very well put together
Jan 12 19:26:20 16m 43s Green Thumb ♥ 1 Such a cool game again! I must admit, first I did not understand why the amounts of water/vertilizer did not match up with the amount I needed to give at first, until I noticed the menu at the left side. Maybe, if I read the instructions, I would have connected the dots haha Then again, your game was so fun, that I pushed trough until I understood. Awesome implementation. I like how you also put in a creative mode. The music and graphics are very well done! The only feedback I would have is: this game looks and feels a lot like your previous one, which is not bad ofcourse! But if you want to grow as a game developer, try to experiment a bit next time :-) But only if that is your goal ofcourse! Because what you made here is very awesome!
Jan 12 19:40:11 13m 51s This is my Dream Job ♥ 2 Hahahah wow this is such a great game! This let the sadistic part of me shine! I love the lovely christmas music while all those poor kids just get smacked by that big blue ball 😁 I love the pixely effect also, that makes the game somehow feel more solid, no idea how to describe it better. I also like how you have a tutorial level you have to compelete first. I must say, finding out you can kick the kids without using the ball made me chuckle I did not really find the theme in this one. "Harvesting pain" ?
Jan 12 19:47:09 6m 58s Soul Gardener ♥ 0 I like your game! Some feedback I've got: - It was pretty easy to just ignore the big red enemies and go for the door - I'm not sure why the game told me every other level how the controls work
Jan 12 19:57:11 10m 02s Harvey D. Bones ♥ 0 Such a cool game! Some feedback I've got: - I think the music and sound effects are awesome, although: I could not really understand what he said - The graphics are good, but somehow the ctuthluhu, the cats, the grim reaper and the maze did not really fit well together I think. Individually I like all of them, but put together they look out of place. A bit like having steak with a glass of CocaCola in a fancy resteaurant. :-) - When capturing the last soul, the game immediately moves on. The game could take a view seconds there to give the player some headspace to prepare for the next level.
Jan 13 18:35:41 22h 38m Elonkorjuu - Live Harvest ♥ 2 Whouw this one was awesome! I'm a sucker for these kinds of raycasting style games. The color palette is very well done! Some feedback - I did not really know that the white tiles were deadly before. I thought I encountered some kind of bug - I think the background music is very nice, but it does not go well with the dark nature of this game I have nothing else to say. I think we have a winner here. Edit: first I did not know why you choose L, M & B as attack buttons. And then it hit me... That stands for LeftMouseButton :'-)
Jan 13 18:45:22 9m 41s The Harvester ♥ 2 Ooh cool! I like the retro effect. I don't know if it was intended, but on my screen it looked interlased. Not a huge fan of the tank controls though. Especially in the buildings. Although, that felt a bit like the old resident evil games. A bit hard, but playable non the less. I had a great time playing yours and that is all that counts in the end. Some more feedback: - The music and sound effects are very well done. - I think the font could have been more clear. I see what you were intending, but it was a bit hard to read :-)
Jan 14 18:29:44 23h 44m Farmtown Mowdown ♥ 2 Holy crap, this game is AWESOME!!! I loved it! Some feedback I have: - The mouse drifted a bit sometimes - I love the adaptive music - The gameplay was perfect. Easy to understand and hard to master. I love how you get an urge to protect that combine from the second you start it - The sound/effect that you use to indicate that the combine is attacked is very clever. I think we have a winner here Edit: I see that this is your first entry in Ludum Dare. I am impressed. Well done
Jan 14 18:47:57 18m 13s Water Tower ♥ 1 Such a fun game! First I did not read anything and started playing. Thinking the gold ones needed to be watered. But then I found out that there are quests! Which makes the game much more fun and rewarding. I like the simplicity. It is easy to learn and hard to master. As it should. Well done.
Jan 14 18:55:07 7m 10s Delivery Maze ♥ 0 Cool game! Some feecback for you: - I missed some background music - It was not clear that you turn into a tomato when going out of bounds. That cloud have been more clear - I like how each fruit behaves diffrently (egg plant gets more stuck for instance) - The game did feel a bit tedious to play though. The concept is great! But there was something missing I think. Some drive to keep on playing
Jan 14 19:11:00 15m 53s Doki Doki Ninjin ♥ 2 This is such an awesome game! I must admit, I was a bit scared it would feel like a lot of mario. But to be honest, I wist mario would feel and play like this! It is such a diffrent game! With all kinds of little quests and secrets. I chuckled at the "other only fox" for instance, that was awesome and something one would not have a lot of time for in an LD gamejam. The little birds flying away is also a very cool touch. This game is so polished, that I can see myself in the reflection! Nothing else to say that, great job!
Jan 14 19:19:42 8m 42s Reap and Sow ♥ 1 What a fun game! Although, I sucked at it, I had a big smile all the way! I like the audio feedback. It really makes the game feel so good! I was acctually a bit pannicked when I was trapped in a corner when the swarm came. That is called immersion, and I think your game does that very well. I had a bit trouble understanding that the little door in the fence at the starting position meant that you could walk through. But because you made that a safe place, the player has enough time to figure that out. Well done
Jan 14 19:31:57 12m 15s Oyster Odyssey ♥ 1 What a fun game! The storyline is very effective for me to keep trying. Awesome that the weight of the oysters is affecting your swimspeed! I learned that the hard way though. It would be awesome if there was a button to throw away oysters to gain speed. Or did I miss something?
Jan 14 19:39:51 7m 54s Automatoes ♥ 1 This is a virtual version of taking a shower! You are just there, with your thoughts. I like it, but I would describe it as an experience instead of a game. As a game, it is not really fun. There is no goal, no end. Just the squares growing. As a relaxing excercise, this is so much fun and a welcome breath of fresh air after playing some very intense games. So, thank you!
Jan 15 18:43:12 23h 03m Shape Orchard ♥ 1 I like your game! The last level was surprisingly diffrent! I think more levels would have been appriciated in this one. I did not hear any sound btw, is that an error on my part? I think this game could use some really relaxing/ambient music in the background :-) In the beginning I did not really know that I could move the spheres around. And once moving, I think the movement was a bit too floaty for my taste. Graphics are awesome!
Jan 15 18:47:45 4m 33s 30 Days With Thiiis Guy ♥ 1 Haha cool game! I must say that the graphics are not my taste though. The gameplay felt a bit repetitive. But then I remember that growing tomatoes usually are ^^" I loved the voice acting and the comments the tomato made! And the ending was pretty funny! First I thought the game would take a dark turn after the tomato said someting about getting stronger than me. Other feedback: maybe you could have done a bit more with the woods. Some eastereggs for instance, or some additional bugs you needed to splat. Also, I thought to do a little experiment by not watering the tomato for 3 days, thinking it would beg for water or something. I was surprised that there was a tombstone there so fast! Maybe you could have made the tomato beg for water 1 day before dying I had fun playing yours!
Jan 15 19:55:20 1h 07m The Gluten Farm ♥ 1 What a fun game! It feels very polished. The effect of dying makes me jump everytime haha. Some feecback: - I love the graphics and sound design. - The scoring system is very well layed out and I like the font. Is it a font? Or your handwriting? - I don't like how I need to install your game. Usually I skip games where I need to install, but I made an exception for yours Edit: what an unusual choice to create graphics in TIC80 and to export them, does that have an advantage I don't know about? I'm curious :-)
Jan 15 20:05:16 9m 56s Strange Orchardist ♥ 1 I like your game! First I did not know that you needed to return to the ship for the level to finish, but eventually I found out :-) I had fun playing yours. The graphics and music are well done and the gameplay feels solid. I like how it gets a little bit trickier at every new level.
Jan 15 20:51:31 46m 15s Solvate Rush ♥ 1 Well, this was an experience! I found the secret ending and I was expecting some kind of jumpscare haha I love how the game goes from *don't gp further* to *WIGGLE!!!* haha, it makes the game somehow feel posessed ^^ I had a blast playing this! The theme was a bit hard to find, until the end. Very clever!
Jan 16 18:52:02 22h 00m Pomodoro Panic ♥ 1 What a fun game! I like how this is a platformer with puzzle elements woven into it. The graphics are cute and the whole game feels very polished. I also like the tutorial element at the start. This music could use some background music though :-)
Jan 16 19:03:55 11m 53s harvest.sh ♥ 1 Fun idea! I had a big smile playing yours! Until I picked all the plants and ended up with an empty field. Then it was pretty much: sow, water water water water, pick and repeat. The starting-field felt a bit like a puzzle, maybe you could have made more puzzles like that! With objectives for instance :-)
Jan 16 19:14:38 10m 43s Reap What You Sow ♥ 2 Whouw this game was awesome! I like the turn based mechanic. It lets me read all the options before making a choise. The graphics and audio design are just outstanding. This game is so polished, that I can see myself in it! The computer is a bit too good at this game I think. Or maybe I'm not that good haha, I did not win yet, but I had a good time playing yours!
Jan 22 12:27:00 137h 12m Crawling to the Brink ♥ 2 Hi! I tried to play your game. It looks very cool! It is on my "to play list" for a few weeks now. Sadly, I don't really understand the instructions too well :( I set the game up, and the concept of using the spaces inside the cards is very cool! I love that kind of alternative play! However, I'm struggling with the "how to play" itself. Because I don't really understand it, I feel like i can't really give 'good' feedback. I'll just give you the inside of my messy head instead. Everything that is ~~crossed out~~ means that I had those thoughts and that, while writing this comment, had an epiphany. I think this game could benefit from a 'how to play' video. I'm a visual type, so maybe that could have made things more clear πŸ˜„ **What is clear to me:** - How to set up the playing field - The mechanics of the Epiphinal Dice - The fact that the colored dice corrospond to the orcle rows - How to win is very clear. - How to move spaces on the oracle cards and that the most right row is safe from losing your definer - That your definer is lost when you walk off the board **Assumptions I have made:** - ~~Each analyst has their own color deviners? Reading the comment above, I think this is not the case. Then only the secundary analyst controls the deviners?~~ - When there is a tie, the game starts again? - It is not maindatory to choose the lower number oracle right? In the explaination of the third page this is described. I assume this could be a tactic. - The "saboteur" chooses always a high numbered oracle? - When moving off the oracle card because one had to jump over another deviner. There is movement caused on the oposite oracle. How many spaces would that be? And I assume that this only occurs IF there is a deviner of the same color on that oposite oracle? - The roles of analyst and active analyst switch each turn?? At the end of page two it is described that roles are switch repeatately, but this is nowhere described. Only in the section "The End?" this is described. Which implies that the switching roles happens between games. **What I did not understand/questions:** - ~~Oposite oracle? You mean, 'the other oracle in the same column'?~~ - Are you allowed to choose an empty oracle space (card missing) when there is one still empty (without deviners?) - ~~Can there be more than one of the same colored deviner on an oracle?~~ No. - I don't understand why the active analyst needs to hide the epiphinal dice, while clearly setting them below the correspronding oracle spaces. What is the point of hiding them? Or does the active analyst hide the other dice? Also, what happens if you have two of the same epiphical dice? This edgecase is nowhere described. - ~~On the third page there is an explaination where the secundary analyst moves their deviner. And that the oracles deviner moves on the maching space in the oposite oracle. This is a braintwister for me. In my head this means that:~~ - ~~if the secundary player has an oracle of 5, and moves to the last spot, that the active player, who could be on an oracle of 3, looses their deviner because it just went off the oracle?~~ - or does move mean.... moving onto the oracle? oh wait.. I think I get it now! - At the bottom of the third page, it is explained that the active analyst to move THEIR definer, but when does the secondary analyst move their definer? And how is it 'the same' as the epiphinal dice? How is determined which oracle die controls which deviner? (i know about the color coding, each color corrosponds to a row of oracles) *I did rate what I could. But for fun and overall I kept the rating clear, as I could not play the game, I can't say much about the fun factor.*