Forest Walk by Zathnic 2023-01-15T04:29:05Z
Really liked the graphics and music, but I think more could be done to show what the gem is before it's activated.
Foon → Ludum Dare Explorer → Users → 3ggplant
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Swiftly And With Style | compo | 306 | 3.15 | 3.40 | 2.97 | 3.97 | 3.11 | 2.57 | 2.55 | 2.69 | |
| 2023 | 52 | Harvest | Harvest Heist | compo | 323 | 2.79 | 2.84 | 2.23 | 3.18 | 3.06 | 2.50 | 2.27 | 2.62 | |
| 2022 | 50 | Delay the inevitable | Stupidly Inevitable | compo | 538 | 2.95 | 2.78 | 3.19 | 3.31 | 3.19 | 2.71 | 2.86 | 2.82 |
Really liked the graphics and music, but I think more could be done to show what the gem is before it's activated.
Good game, very neat gameplay loop and nice graphics.
Beautiful game with surprisingly challenging mechanics.
Really fun concept, although the WebGL performance was pretty bad. Only real complaint is that there isn't much feedback when getting hit, but otherwise it's a great game.
Wasn't really sure what the objective or controls of the game was, but the graphics look pretty good.
Interesting level design that really takes advantage of the mouse movement speed. I like that there's some leeway with getting hit to make taking damage to finish faster an option. Unfortunately I glitched out of bounds on the bottom side of level 16, but overall a really neat game that actually teaches its mechanics quite well. (Also, there might be a bug with the water audio continuing to play after the level is finished).
The low poly style complements the atmosphere really well, and the map is surprisingly big in a way that makes me feel lost just like how an actual forest might feel. Really great game, just that I couldn't find my way back to the house after picking some mushrooms.
Great game with an interesting take on the theme. I really like the way that all of the game's systems intertwine with each other, and the limitations of the tiles makes expansion very satisfying.
Really nice graphics and audio, although it can be hard to know where the boxes are to stop the thieferinos and throwing apples at point-blank range feels really inconsistent at times.
Really neat idea, but feels really unresponsive. I think it could be more fun to have more physics interactions with the furniture, although I can see how that might mess up your level design if the tables could be knocked around. There's also some points where the walls obscure the entire view of the camera, like the checkered floor area of room 2, which makes the movement even more difficult.
Very impressive graphics and audio, the old-school dungeon crawler style gameplay was really interesting to see with this theme.
I really felt it when the game said "it's harvestin' time" and harvested all over everyone
Fun game, really wasn't expecting the change to an FPS after the buttons. Interesting spin on the harvest theme to make the player be the harvestee rather than the harvester.
Really impressive graphics and atmosphere but there's definitely way too much information presented at once to learn. Having a full wall of text to look at makes it easy to skip over some steps which led to me running out of a plant, and I don't think most players will enjoy having every action be dictated to such an extent. I think the basic systems could be communicated first, and then the steps could be condensed down to just the order in which the plants should go into the pot. Something like "Buy seeds from the shop, plant them, and wait for the next day to harvest them by going into the door at the back. ", and then "Put the ingredients into the pot in this order: ...". It's also pretty confusing to open the recipe shop and not have the first recipe be the first job's potion. Another problem is not being able to put down things onto a table or some other kind of storage, so I ended up having to discard a plant I picked out of order. There's also not enough feedback with regards to what's being held, or when the held item is used, which would probably be a problem for more complex potions.
Core gameplay loop is really interesting, and can definitely be expanded upon. I think dungeon difficulty shouldn't just be on the speed of the harvesting bar and the time given, but can work with a lot more moving threats rather than just the static threats. I think the days counter is bugged/unfinished, but having the time aspect play a greater role could make things more interesting.
Love the sound effects and music for this one! The artwork feels really charming, and the gameplay loop is simple but made really enjoyable by the speed at which it goes at.
Nice art and music., but the design of the walls make it pretty unintuitive to go south, but apart from that the core gameplay loop is there. There really isn't much chance to use any of the other fields apart from the one closest to the water, since the bucket only lasts 1 use and the vegetables take too long to kill while blocking the player from moving to the other fields. Going to other fields is also unnecessary since the farms are ready to harvest really quickly.
Nice and relaxing game. It's quite easy to understand and play, although the fruit harvesting seems to have some bugs with detecting some of the fruits sometimes.
Very interesting spin on the theme. I'm not sure what the fuseboard at the top right was for, though. I found the controls to be quite intuitive from just messing with the sliders, but I guess more could be done with the NPC giving a quick description of the tuning process, like "just move those knobs and lock them in when it's green".
Not sure how this is related to harvest, but the gameplay is smooth and juicy. Good work on the pixel art, although the restart screen could have used some of that pixel font too lol
Felt pretty confused about what was happening in the game, especially with the powers. It seemed like I could only use Diffuse once, and I couldn't tell when I was being hit.
Interesting mechanics with the dice, but I couldn't really tell how the dice rolls were changing. Some of the drops couldn't be picked up, which made it more confusing.
The graphics look really well-polished, especially the UI, but I feel like the game tended to freeze up at times, especially when starting a new level or even when dropping the deliveries. I didn't try the level editor myself, but it's really impressive that you guys even managed to do it.
Easily one of the most interesting games I've seen so far. I really like the idea, but I think it's a bit too much upfront to go straight into the code without really introducing each part of the API's functions and state. I tried for about half an hour but gave up because it kept exploding in the middle when moving towards the delivery point and I couldn't figure out why. Really good as an edutainment game though, could definitely see it being used for an introductory programming class if it's slowed down and explained a bit more. There's a really steep learning curve here with day 1 having so much code to look through all at once, and day 2 jumping straight to pathfinding algorithms.
Played the Web version and got stuck on the part after the jumping. Dialogue was pretty hard to understand because of all the filters and stuff on the voices, so subtitles would really help here. It's pretty confusing playing on keyboard and seeing X/Y/A/B next to the WASD, especially since A is shared between the two.
Really interesting take on the theme. I didn't really understand what was going at first and more could be done for tutorials or instructions, but it's a really challenging and engaging gameplay loop.
Really like the look of this game. It's pretty interesting to manage looking out for enemies and directing drones at the same time.
Overall really good, but I think it would be a lot better if the game could tell me what the mistake was instead of just the Ok or Fail text on the screen. I also found a bug (?) where boxes collide with the player and sent me across the room, and sometimes the dark blue coloured boxes on dark shelves under shadow aren't visible.
Really liked this game. It's got just the right amount of things to multitask with a good amount of variety with the car behaviour. Pretty interesting that you have to play with the cars to get rid of the dogs, while also keeping an eye out on things to throw papers too. My only complaint is that the colour palette being so limited in contrast makes everything blend together which makes it quite hard to see the people to throw papers to.
Pretty funny game with a surprising amount of characters and items.
I have absolutely no idea what I did but I somehow won? I just pressed space and black things came down to spin me around until the game ended but I guess that's just how prayer works.
I really like the look of the game, but picking up the ball after a failed throw is pretty painful. Could probably use a bigger ball or an automatic pickup system to make things easier. At first I couldn't tell where to throw the ball, despite the arrow pointing towards it, but I think that's more because there isn't really a perceived affordance of the box being a receptacle for the ball. Maybe shaping it more like a basketball hoop could help with that.
Nice story and music. The clickable areas are pretty hard to figure out and I struggled to exit the film development screen for a bit, but otherwise a really cohesive package with an engaging plot.
The core flying mechanic is nice and feels pretty good to control. Congrats on delivering your first jam game.
Good game, but has a few bugs. Cleared Bill's level by noclipping through the floor, and I wasn't able to finish the game because the long ladder got stuck and I couldn't take it back. Sometimes it can be pretty inconsistent when a ladder can be retrieved or climbed, and I suspect it's some floating point error with physics that stops the ladder from reaching a complete stop. Overall, a really good experience for a jam game, feels really complete.
Clear and simple gameplay loop, but the stun really feels too long for how often it will probably happen with how many bullets there are. Some objects that don't look like it should block movement does, like the traffic lights or signs. I think adding some other effects to show when the player is in the "dash-frames" would help, since the blinking effect is shared with the post-stun invulnerability.
Takes a while to get used to the throwing mechanics, but it's pretty fun once you do. Good job.
Feels just like the good old flash games of my childhood. Really nice art and sound too.
Wasn't sure what to do in the game, managed to start it but I don't know what to do to the marked NPCs apart from shooting them, which also didn't feel like it was working properly since a lot of the shots weren't hitting. I wasn't able to test multiplayer because I didn't have anyone to play it with, but usually connections using IP addresses like this would have issues with port forwarding and other things from what I know from trying to set up Minecraft multiplayer in the past. It was only after looking at your video that I found the truck. Maybe it would be better to place the marker on the truck first rather than the NPC so the player knows where the pizzas are. I also found it really weird that brakes were a toggle rather than a hold input, so the truck would just brake to a complete stop and refuse to move until I un-toggled the brakes. Although I eventually found the controls in the settings, I think it would help a lot more if you either wrote them into the popup messages or on this game page itself.