Carrot Conundrum by blinry 2023-01-11T00:17:58Z
Very clever. Makes me feel smart. =P
Foon → Ludum Dare Explorer → Users → ArtsyOmni
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | 👥 | The Time Traveler's Garden | jam | 46 | 4.13 | 3.73 | 4.18 | 4.31 | 4.30 | 3.98 | 3.94 |
Very clever. Makes me feel smart. =P
Pretty engaging game! The art style is simple but in a classy sort of way. Everything is very cohesive. First time around I never got the chance to plant anything but corn, but second time around, I got to pumpkin. Very satisfying to have so many bullet types all going at once. I kinda wish it wasn't just 10 waves so that I could see how OP I can become over time!
Some temporary invulnerability after taking damage might've been nice to have, as if you slip up, sometimes it means instant death, even against a single enemy.
I think this is a really strong entry! Love the dynamic music and the atmosphere, and I think the organic discovery of the objective works really well. When I got the weird thing from the monster, I didn't know what to do with it for a good bit. Turns out I just never explored the right side of the island. =P
Nice aesthetic, great character models and animations. Responsive music during combat is a nice touch as well. The attack felt a bit too heavy for my taste, but perhaps that's subjective.
Really lovely art style on a simple but pleasant game! Was tough to get the hang of releasing monkeys at the right time, since they'll travel tangent to the spin, but it's satisfying when you get it right. It's also nice that it requires so few input types.
I can see this being fleshed out just a tiny bit to maybe have the ability to control how fast the monkey spins in order to modulate how far they're flung (within a reasonable maximum since you'd still want it to require teamwork among the monkeys).
Nice work!
Not too shabby! The visual presentation is quite nice for this game. Great character design, some really impressive modeling and texture work. It's quite satisfying to see how much currency drops if I'm able to time my attacks well, which can be a challenge, since the majority of the time you're trying to run away from the enemies, which creates a very specific rhythm of:
- run away from the pack - turn around when you have enough distance and hit attack so that by the time the attack happens, a big chunk of enemies are within attack range - rinse and repeat
The only significant complaint I have is that the attack is a lot less effective than it looks. The swing of the scythe is a lot larger visually than the functional range of the attack. On top of that, the swing takes a good while to actually come out, which leaves me feeling a bit frustrated every time I attack, but once I found the rhythm, it was pretty easy to end up with way too much to spend (in the jam version at least).
Overall, a pretty fun experience, even if it's a bit unbalanced. Nice work!
Really nice concept! I'm pleased that my immediate instinct to try to encircle each fire before it spreads was exactly what I needed to do. It's pretty satisfying when you can get your "racing curve" so to speak to be as tight around the fire as possible without getting too much damage.
I appreciate the fact that there's no penalty for taking damage, since it encourages the player to actually use HP as a resource, since taking damage without dying actually helps you save more of your crop from burning.
I'm impressed by how mechanically deep this game is. The mechanics themselves might be well-trodden ground, but it all works together very cohesively. The art style is effective given the constraints of the jam as well. Nice work!
Deceptively simple with some hidden depth! I like that movement has the dual function of evading damage and also determining your rate of fire. Pretty clever. I think with a little bit of art direction, this could have a lot of personality! I wonder if it would translate well to being in third person.
By the end, the enemies were piling on top of each other, creating what felt like a growing slime monster that I could never fully destroy. =P Nice work!
Nice to run into fellow eyeball-lettuce enthusiast! =P Fantastic direction! The battle system took a little while to understand, and I'm not sure that I ever got good at it, but it's interesting having to try to anticipate the enemy's attack patterns and plan defense and offense accordingly. It might've been nice to get some insight into what the opponent will do so that it's less of a trial-and-error kind of approach. I felt like I needed to lose to an enemy before I was qualified to defeat it on a second try.
I definitely found the cheesey strat: - buy as many sunflowers as possible - fill grid with sunflowers - hold right click and just continuously shoot the sunflowers and plant new ones to replace them until you run out of sunflowers to plant - rinse and repeat. - buy the beast - continue rinsing and repeating. =P
Eliminates any fear of ever taking damage, so at that point it's just a matter of spending more time just watching the numbers go up. But despite that, I liked the mechanics at play, and everything felt very cohesive! Things certainly started to lag as I got into the 100000 points. XD
I think I overdid it. =P
overdidit.gif
Pretty fun entry! It's a little on the grindy side, but it was entertaining enough that I wanted to make it impossible to lose. XD
Took a while to get the hang of it, but once I understood how everything flows together, I really got into the groove and it became pretty addicting. Love the idea of growing power ups. Occasionally I'd have some really bad luck at the start and have like several dirt patches appear without a single fruit dropping. And I definitely echo some others in saying that diagonal movement would've been really nice. But other than that, great experience.
Pretty different genre of game than I would've ever expected, but it's definitely a welcome change of pace. Can't say it's the kind of game I'd typically go for, but I'm glad this one was made. The music was fitting, and the different "levels" kept me engaged. The sound design was also smartly built, with different sounds for each of the different industries maxing out.
Given that I'm very art-focused, I think adding some fun character imagery that reflects the population growth might've made this a bit more attractive to players like me. Just an idea.
I'm a terrible sniper so I didn't perform that well, but I liked that there were objectives and that I had to factor in for falloff. Simple entry, but certainly an unexpected twist on the theme!
Remarkably simple but still appeals to my pride enough to keep me coming back to try to get a high score. Implementing a leaderboard was definitely a great call, as it really make you feel competitive. Voice clips were a fun touch. Had me staring without blinking for so long that I actually shed a tear while playing. =P
EDIT 1/25/2023: Back in the the 10, baybeeeeeeeeee
Was a lot snappier of an experience than I was anticipating. A good brain teaser that demands me to use a part of my brain that I generally prefer not to use. =P I concur with some other folks that it's a nice seed of an idea, and has a lot of promise if it can be fleshed out.
Whoa, that took me by surprise. It started as what seemed like a harmless collection of mini games, but then it becomes a commentary on our natural inclination toward greed and feeding our own pride when playing games for high scores, which is an interesting allegory. Well done!
In the end, my conclusion: Thanos was right. =P
I love this unexpected synthesis of tower defense with irrigation. I like that it flips the typical tower defense objective on its head and makes it so that you're not really "defending" at all, but it rather makes it more of an offense dynamic. Art style is simple, but the ultra small tile size is very charming.
Dang, this game is pretty punishing! =P But I kept trying to last longer each time. That energy is definitely hard to keep up. I haven't managed to get to 50 people yet, but I'm going to try a bit longer and see if I can optimize.
Something I haven't yet managed to figure out is if the storm path is responsive to your movements or if there's a fixed pattern. I'm definitely convinced that 47 is probably the highest score you can hope to get.
An unexpected take on the theme! Can't say it's made me empathize with mosquitos at all. In fact, it's being in a mosquito's shoes has made me despise the mischievous creatures even more. =P Well executed, a nice set of difficulty levels, and nice to see what improvements you were able to make with the post-jam version as well!
Simple and to the point! I liked the limited color palette and the sprite work quite a lot. Having no jump at the start was jarring initially, but once I realized you could hover, I think I anticipated that being used for platforming puzzles of some sort where you'd have to anticipate using hover in order to have one chance to reach certain things. That didn't turn out to be the case, with jump being an upgrade, but I see some potential in requiring the hover for longer and being rewarded somehow by having more souls before reaching the jump upgrade.
Nice entry!
Despite the simplicity of the gameplay, and the lack of a bigger objective, I enjoyed the ease of the controls. Having space do the entire sequence of actions from digging to planting to watering was a nice interaction. And the style, while obviously minimal, does evoke some fond memories of games like Katamari Damacy, which is a win in my book. Would be interested in seeing where it goes from here!
Love the art style and the aesthetic. Some nice assets were produced for the time limit! The gameplay is fairly simple and straightforward, but effectively implemented. I'd say the movement is a little slippery and the cooldown for dashing felt a little bit frustrating at times, but otherwise a solid entry!
This is pretty clever! Aesthetic is nicely polished for the scope you took on.
Cute game! Always nice to see somebody having fun with writing, since it's often an overlooked element in jam games. Gameplay was simple but satisfying in a katamari kind of way.
@Pengu123 Definitely would've liked to add more feedback during combat, but we allotted our time a bit poorly in that regard. I suppose that's game jams for ya!
Some nice ideas! Character model is well made, and layering the wavy hand motion with other motions worked well. I can see some unexplored potential in having to use physics to get the apples into the baskets in order to progress. Perhaps if there were some other systems that can be used to move apples (more varied sloping terrain, bouncy surfaces, wind, flowing water, etc) that could be a fun way to take that further.
I tend to not like having to use W or up to jump since juggling the lateral movement and the jump in the same hand can be a bit cumbersome.
Love me a good rhythm game, and as somebody who has at least some idea of what goes into making a track, I definitely admire anyone who has the stuff it takes to make one in 3 days time! Really cute art style too; I'm a sucker for some chalky linework, and the color choices are very cohesive. You definitely knew how to keep your scope in check. Kudos on a great entry!
Great art, great presentation of the story, solid sound work, and the game loop was easy to understand. It maybe took a little longer than preferable to reach the goal number (maybe I'd need to find an optimal strategy), but otherwise a sort of dark twist on what might otherwise be a cozy game. =P
Nice work!
I don't usually go for the sort of ragdoll-physics kinda purposefully-frustrating movement style of games such as Gang Beasts and the like, but I did find myself sitting down and playing this for at least 20 minutes until I had enough money for the gun. =P Congrats on building a decently lengthy experience that keeps you wanting to conquer the silly physics!