tomssuli 2023-01-10 13:53
I was just getting the hang of this when... error.png
I'll try this again later and review it properly. Hopefully it won't crash on me again.
Foon → Ludum Dare Explorer → LD52 → Chop Crop & Drop
By xand and simon-rahnasto
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 6 | 4.45 | 26 | |
| Fun | 24 | 4.21 | 25 | |
| Innovation | 25 | 4.17 | 25 | |
| Theme | 125 | 4.16 | 26 | |
| Graphics | 4 | 4.74 | 27 | |
| Audio | 9 | 4.41 | 26 | |
| Humor | 348 | 3.04 | 26 | |
| Mood | 55 | 4.16 | 27 |
I was just getting the hang of this when... error.png
I'll try this again later and review it properly. Hopefully it won't crash on me again.
@tomssuli Thank you for reporting the crash and sorry that it happened. I found the issue, a typo of +1 instead of -1 causing it to go out of range. If you redownload the game it shouldn't happen again.
I downloaded again and it crashed again: error2.png
@tomssuli Yeah I managed to fail to upload it by reuploading the original version. A bit tired post jam. Now it actually has been updated, sorry again!
This is a fantastic entry, easily one of the most compelling jam games I've played. I'm almost a little sad it's not longer :smile: Screenshot 2023-01-10 201245.png
Yay, another LÖVE game, and a really lovely one <3
I looove the juicy effects and the wobbly ground! Also, the sounds and graphics are very cute!
This is really fun and I can't think of many things that could be improved...
I wasn't quite sure if I'm supposed to be farming many enemies at once or just fight one each night (but it's fun either way).
The equipment cards look cute, but feel rather redundant to me, because they have very similar effects as the dice. And maybe the tutorial could be skippable if you play it more than once...?
An annoying part for me was having to open and close the dice tray every round - I would have liked it better if I could at least re-use the dice from the round before without opening the tray again. Or just have the dice in a place where they are accessible all the time and don't cover the playing field.
This is the kind of game you just have to finish. Very good and original game in my opinion. The way you can adjust the difficulty by putting less or more enemies each night is a very nice idea for both high tier and low tier players. Best game i have played in Ludum52. There were few crashes and one treasure on the edge of the water was not lootable. Still the game worked good and played it from start to finish well done. Also good graphics
Wonderfully cute & well-rounded! The sound effects are so cute! And all those pixel art animations are lovely! You might inspire me to try a similar kind of isometric perspective for a future game!
Exploring the game mechanics is really fun. On our first run, we planted an armored level 3 mob, without any skills to kill it, which felt a bit unfair. On our second attempt, we dared a bit too much and just were killed by too many monsters. :D I wanna give this another go! The difficulty scaled up a bit too slowly for my taste, especially when re-playing.
We noticed that on Linux, when scaling the window, the game doesn't scale with it. I like the [TLfres](https://love2d.org/wiki/TLfres) library for LÖVE for that purpose.
Having to jump step-by-step was a bit tiresome, I would've liked some pathfinding there.
When we were killed, the game crashed with this error message:
screenshot-2023-01-11_15:20:20.png
When you die in the game, you die in real life, I guess. :P
God-like visual representation :white_check_mark: Thorough tutorialization :white_check_mark: Great cohesive music and sound :white_check_mark: Day & Night cycle :white_check_mark: Intriguing gameplay :white_check_mark:
I like it a lot. I know to expect 5 star worthy games from you but it's still impressive to experience. Great work! Well done to the whole team :heart:
Give seeds to Frøg, plant seeds, fight seeds, get seeds, repeat. Then tæntåckles show up :( Really well made,you've made a pretty intricate system in a very small amount of time.
Best submission so far, this was a fully fledged game! I beat the boss after 14 days :sunglasses: So much small details, awesome graphics and sound, well thought out gameplay that was well balanced, and you wanted to keep going to test out all the abilities! Awesome work!
What an amazing game! I really enjoyed how you could choose your own difficulty/pace, while also optimizing enemy placement for your strategy. Kinda like a reverse tower defense game. The only gripe I have with it is that it's punishing in a weird way. I wish I'd lose more when dying, this way I just have to go through all the seed stages again without any challenge behind it. Oh, and if you could walk faster during the daytime, that'd be nice ^^
Let my playthrough of this game be a cautionary tale: Do not frontload your game's tutorial with six paragraphs of information! I'm not the type of player who just skips anything with more than three words of text, but even I couldn't retain all of the information that was dumped on me at the start. I was able to figure out most of it on my own, but some things slipped past me.
In fact, I had written up a bunch of notes about how the game was overly simple in its combat, too rng-dependent, and worst of all grindy. Then I figured out what that floating question mark square near the top of the screen was for. Yeah...
With all two-dozen or so dice loaded into their slots, I suddenly I went from dealing 1 damage per turn if I got a lucky roll to wiping everything off the map (including the final boss) with ease. Only took me 28 nights. (I did a second run after in 15 nights.)
But even once I had figured everything out, I still wasn't sure what the strategy was supposed to be. Maybe this is just my complete inexperience with the "turn-based combat strategy" genre speaking, but it didn't feel like I was getting the most out of the mechanics. I was pretty much just thwacking the same dude over and over again and hoping the numbers coming out of him were bigger than those coming out of me. I figured that there was no reason to ever fight more than one enemy at a time unless going for a minimum-number-of-nights run. And if you're fighting only one enemy at a time, there's no reason to ever move, so the grid board doesn't have any purpose nor do any of the slashing or piercing attacks.
Again, me reviewing a turn-based strategy game with D&D-esque combat is a bit like a vegetarian reviewing a steakhouse, but here's what I *can* review with confidence:
1) The visual style is awesome! Lots of little polish with the animations and textures.
2) The music reminds me of the Terraria soundtrack. It fits really well in this game and sets the mood perfectly!
3) I would have preferred the movement between spaces to be a bit snappier and quicker. When I did fight multiple enemies in one round, I did so by spreading them across map so I would only fight one at a time. And moving across the board to do this felt rather sluggish.
Tutorial notwithstanding, this is clearly a very well-crafted game. And I did still have fun even if the genre isn't my cup of tea. Nice work!
Great entry, really enjoyed the graphics. I got stuck at the beginning I think due to too fast progression? I had tier 3 seeds with enemy having 4 armor and my attacks were dealing 0 damage to the monster. Couldn't figure out how to defeat it. I think I should have had some extra items at that point of the game?
@zbugba Correct, you unfortunately "progressed too fast" (Should have figured out a way to prevent this, but the only option is to die), but don't worry if you die you keep all of your upgrades and only lose the seeds you planted. A tip is to balance farming easier enemies with progression.
Great game! Overall level of polish, audio and visuals quality amazes me. I remember your roguelike from LD44 also having those qualities :slight_smile: The gameplay is also fun and unique. It felt a bit too easy, so I got cocky, spawned the whole horde of plants and died. And I'm glad losing a battle does not reset your progress to zero :smile:
fantastic job and extremely polished for a jam game, well done to the whole team! If I'm going to nitpick I feel that the grid-based movement and positioning didn't really come into play too much. The pierce was almost impossible to pull off due to enemies moving towards you and in the final boss battle a safer option was to just stand on the corner where you take less damage.
I think it's a sign of a really good jam game that I wish it'd been a bit harder, really great stuff here.
Really well polished game. The art and music were great and complimented the gameplay nicely. The mechanic to build up how the wave of enemies would be worked well for players to set their own pace and have more risk to get more rewards. The tutorial could be spread out into the game a bit more rather than just being completely thrown at the player as it tends to be a giant info bomb but the fact its there in general is great
Super polished and a fun spin on the theme! I also really love that I could play with just a mouse for the most part - don't know why but it's how I prefer it. It took me a while to understand exactly how to play because for whatever reason my brain just wasn't clicking with the tutorial info (though that's just my ADHD, I prefer to have guided tutorials which is a huge ask for a jam, but certainly a good place to look to for a post-jam build.)
I love the isometric map and the art was very cute. I feel as though traversing the map doesn't have much strategy to it in it's current stage as only being able to move one block at a time doesn't give you much room except to run if you need to heal.
I also think the dice rolls could use a bit of balancing. They may be "true random" but honestly true random never feels very good, especially when I keep missing an attack on an enemy with 2HP. Many strategy games tend to fudge the numbers to make things feel more fair than they are and I think that might be something to consider here. You could always have an option to turn off those buffs for the hardcore players.
Also don't ask me how I did manage an item duplication glitch by getting my seeds returned to me after crafting a tier 2 seed. Tried to replicate it but couldn't. If I'm able to get it to happen again I'll let you know!
Oh and the music and sounds are lovely. Made me nostalgic for Yoshi's Island in some ways though I couldn't pin down exactly why. Lovely work!
Absolutely fabulous game, the presentation is off the scale. Really lovely gameplay loop too. Fantastic work!
Also, love2d fistbump :right_facing_fist::left_facing_fist:
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I really enjoyed the game. The game looks polished and ready for further development.
Of the visible problems I can highlight: - The opening of the outfit and dice windows is done conveniently, but I wish I could always see these items on the screen - Artificial intelligence often behaves very stupid. The most effective tactic - just build a line of enemies at the water's edge and hit them with a spear - The health bar is not very informative. It has a lot of "visual noise".
Big fan of this one! The idea is really well crafted into this game, and I enjoy the grind aspect to have to build up until the final boss. Unfortunately even then I couldn't beat it, and decided to call it off since I didn't wanna have to go through all the tiers again. Boss felt slightly infuriating to fight, but asides that, the visuals are fantastic, the sound design and the songs are amazing. Awesome game!
A very clever game! At first I skipped through the tutorial text, but immediately ran into not knowing how to attack so I had to restart and read things. That part was tedious, I do not enjoy just reading and retaining information without using it straightaway, but I needed to know these things.
It was fun to level up the enemies and skill points at the same time. I decided to take it slow for a moment and fill out all of my skills with low-level enemies before focusing on getting higher tier opponents. I enjoyed the strategy of slashing for a wide sweeping attack across enemies that were side-by-side, and piercing for enemies that approached single-file. Getting to place down the enemies makes for some fun tactical choices.
In the end, the final boss wasn't too difficult because of the pierce attack, and having stealth to disengage before re-approaching after I took down a tentacle.
The graphics are very cute, with solid animation/bounce to keep everything feeling alive. A strong soundtrack too, just all in all a great job.
Great game! The Raccoon and noises it makes are really cute! The game is really well polished and in-game mechanics are very interesting and well thought! I just wish there was more :)
To me, this seems like a straightforwardly good game to just play through and enjoy. That is to say: because the player has complete control over how many enemies to fight at a time, there is really no required difficulty to the game--but it is nonetheless so well put together that just playing through it, even on really-easy-mode, is just a nice thing to do for a little bit.
More specifically, the graphics and design of the game are just fun to play around with intrinsically. Particularly, the board game components are great--it is just more fun to upgrade your player statistics by adding a dice to your dice rack than it is to push a +1 button. And of course, it's a lot of fun to have the 5 dice roll whenever doing a maxed-out attack, and it's great how that feels different and more exciting than a level 4 attack, just like physically rolling more dice.
Another detail along the same lines is the card storage. There's just something so fun about having a drawer that you can slide out and put cards into, complete with some very nice shadows and the ability to flip them over (which, as far as I know, does not affect the rest of the game at all? It's card flipping for its own sake!) And of course, the card upgrade slots are good for the same reason... it's just intrinsically fun to slot something into a slot that it fits into.
On top of all that, I do think the gameplay itself has some fun components, in particular in terms of strategies. I did two playthroughs. The first one I just spawned one enemy at a time, as I was playing cautiously, and I maxed out my main attack, piercing, defense, and armor break (giving me a score of 13 days). For my second playthrough, I was trying to do a "minimum nights" run, which I won with 7 nights (probably far from the true minimum, of course). It was fun to play through that minimum nights run, though, as my strategy completely changed from spawning one monster per night to spawning as many as possible (so that I could get ~12 dice, and max out attack, defense, and armor break). When doing that, I even learned of a new mechanic, which is the way that the enemies will push chests out of the way.
There are two little nitpicks I have: - It was a little annoying to set up my screen for 1920x1080. I do wonder if the app could do it automatically somehow...? - In my second playthrough, sometimes it was not clear when it was my turn and when it was the enemies' turn, seemingly due to the number of enemies on screen. It seems like it might take them a while to think, or something..? Maybe just having, like, an "ENEMY TURN" indicator somewhere, or something, would help make the UI a bit smoother when doing big fights.
But overall I think this is just a rock-solid entry. Great polish, art, sound, and so much fun packed in as well. Great job!
There isn't really much challenge since you control the influx of the enemies, but that's what I actually liked about it. A very nice thing to play around with. I beat the monster twice, and regret nothing :sweat_smile:
I really wanted to combine the stats cards and get more out of the card system, but I understand the time constraint of LD.
Apart from everything else, it's ultra adorable, with the graphics and the sounds and everything :heart:
Great job as always. I'll be looking forward to the next LD .)
Okay, gave this another try, I played for about an hour and then accidentally dropped upgrade dice to shop and the game crashed :frowning2:
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Well, now that I knew how to play I tried again and played it through :) Nice and polished game, great graphics, music and mood. After only a little trying it was clear how everything works. Maybe I could have read the manual, but it was too much text before the game and not when you actually needed the info.
I loved the dice based game mechanics and different ways to go about beating the monsters and the equipment made different builds possible. I found that stealth+spear was my favourite as I could do stabs around in good spots. With later enemies I also broke their shield.
Overall this felt like a complete game. Only some crashes hindered the otherwise perfect experience. Excellent work! :thumbsup:
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Great game as always! I really like how it's balanced so that when you die you need to put in the work again to get to that tier, but you'll do it way faster because you keep all your upgrades. The different types of attacks, and the fact that you can decide the position of the monsters yourself, allows for some interesting strategies.
The art looks great, the music is great, but that's a given with a game from you guys. Good job once again!