Tyranny Defense Simulator 2984 by WFMG 2022-04-24T20:46:22Z ♥ 0
Great idea, great and simple mechanic well polished.
By the end of the game (since I didn't have time to read the messages) I actually felt more like piloting a giant mecha and getting beaten up - showing error messages about all the damage inflicted, etc. ๐
I wanted to write about very loud sounds in the end and few other things, but after reading your long reply, I saw that you have already answered all my questions ๐
LD52 — Harvest (34)
Slime Crime by No whOne 2023-01-27T22:09:01Z ♥ 2
Wow this is so well made, loving everything. Cannot find any major problems and/or obvious suggestions where to improve.
I would say this is steam-ready game, if you added some roguelite persistent upgrades from total playtime achievements. For example: * killing `x` archers - 5% change to ignore projectile damage. * eating `y` rabbits - you start with first speed upgrade.
Ok, fine, maybe you should also add leaderboard scores and bigger variety of bosses ๐
HER-V by Kilirane 2023-01-27T21:15:24Z ♥ 1
Wow, this even at this stage this is quite polished game. I really like how you made your main character a mix of human-shaped robot and a combine harvester. The graphics are simple but clear enough, combined with music and sound effects gives me vibes of early PS1/PS2 games ๐
I also like how you introduce new harvestable items in later stages stages.
As others noted, it would be nice to have some visual differentiation between the holes created by asteroids. As well as some in-game hint that you need to press arrow keys to harvest crops (I had to quit to main menu and go back to read tutorial). If possible the tutorial should also be made as part of gameplay, but I understand it's quite hard to fit proper tutorial in gamejam timeframe.
I am also wondering if there were any plans for specific harvest order multiplies? for example: `A A B B B C D D C A` -> gives `x23` multiplier? Or `A B A B A B A B A B` -> `x5` that's like two rows of `A` and `B`, but mixed up in precise order.
So, like I said, solid entry ๐
Out of curiosity, are you using free edition? or paid? I can image it would be very painful to create all this in 50 events or less.
BEANSTALKERS by HexyVexy 2023-01-27T20:50:13Z ♥ 2
Nice aestethics, everything is so thematic. Great gameplay, loved that you could use gems both actively and passively.
Also great decision partition screen into ~rectangle and use up space on the sides to show reminders about gameplay, and at the same time making it look like in-game adverts ๐
My only suggestion is to add `how to play` button in the pause menu as well. I didn't read it initially and totally missed the upgrades and crafting part of the game. Then reading through the comments realized, I was missing something during my playthrough.
But then the second playthrough with all the upgrades and constructions was even more satisfying. Great entry ๐
Agent 007253859 by commanderstitch 2023-01-27T20:18:59Z ♥ 0
Ok, I have to say this is the second strangest entry in jam. After several minutes of running managed to eliminate the harvester.
Organ-ized Crime by ZungryWare 2023-01-27T19:57:08Z ♥ 1
Nice concept and implementation - find the right target by "interrogating" first. That's quite a lot of dialog and logical conditions, even if it is a bit repeating.
On my playthrough I found several cases there was the one person meeting my condition requirements, but he wasn't into anything, so I couldn't get him/her to secluded location. (or I couldn't find any other people fitting demands, if there were any).
Harvey D. Bones by Flying Dog Fish 2023-01-27T19:35:04Z ♥ 1
Nice game, had fun getting all 99 souls. The reaper on a skateboard concept really got me laughing ๐
While 3D maze and 2D sprites to look a bit weird, strange enough they fit quite well.
My only suggestion would be to add some indication for the cats, so I am not wandering aimlessly through the maze. I think it would be enough for the last ~5 (or last ~10%) of level cats. As they are constantly moving and hunting down the last ones takes some time. An extension to this could be a minimap, but the minimap only gets filled as you move along the maze. And you could see cats in the minimap only if you went over the place before. Providing a guide and as well a visual indication in case you have some space unexplored.
Octo Garden by AppoxGames 2023-01-27T18:52:19Z ♥ 0
Nice game, very satifying to swim around and see all the things getting harvested. That is until you get stuck in your own... err... _"leftover egglings"_ ๐
I really like how you manage to make each Ludum Dare entry with minimal art, but still make it look very pleasing. The polish is also superb. Now you only to add some upgrades, puzzle-like levels and it will be rather nice zen-like game.
My only concern though, that regular non-space movement should be a little stronger? Or at least the turn rate. Currently it's very easy to make mess on the screen, and get eaten/exploded.
Yeah... Not much more ideas on what to comment ๐ More various spawnable items maybe? Oh, or some kind of corridor, and you have to spawn exploding blobs to advance, while avoiding eels.. ๐ค
Fairy Fang - The Tooth Harvester by boostas 2023-01-27T17:42:39Z ♥ 1
Nice entry, this has well themed, consistent graphical art direction. Smooth mechanics. Well done.
Few thoughts while playing, most likely will echo others here: 1. Since you have pickup sounds, it makes so much more apparent, that you are missing shot/hit sounds ๐ 2. With enough `projectiles per second` upgrades bought, in my experience [this song](https://youtu.be/9J9haehfQeg?t=22) song works really well (or at least a remix/remake of it) ๐ 3. Would be nice if I could purchace my `projectiles per second` by holding down the button, rather pretending to be autoclicker ๐ 4. While huge numbers of projectiles are cool, maybe it would be worth adding some resource, like **mana**, or similar, that uses up as you attack and recharges as you run? 5. The choice to have fully top-down game is interesting, since you lose most of the charm from the 3D main character model. Maybe 3rd person camera up high in the ceiling would have been better? hard to say. My point is, you are, sadly enough, not showing off your art to the fullest. 6. It seems you are doing tooth pickup check using `OnCollisionEnter()` instead of `OnTriggerEnter()`. While it works for the pickup, it also has side-effect of registering collision in the physics engine and stopping your character for a few frames. It is more noticable as there are more teeth in one area and you are trying to walk over all of them. - More proper solution would be to have collider for collision on tooth root prefab, and a child gameobject, that would would be set to register `OnTriggerEnter` (colliding only with character layer) with a bit bigger trigger area. (Or maybe root is the trigger and child is the collider, would have to check ๐ ) That way teeth would still be affected by gravity and wouldn't fall through the floor. And the character would first enter trigger area, where you can award points, disable physics for the main object and eventually remove it. 7. The boss rat seems to get stuck if any line from boss sides are hitting wall before character (or is this `box/spherecast`). This makes it very easy to bait along the wall, make it stop moving, and just kill it. I would suggest in such case (hitting wall first / cannot find target) also do two raycasts to the sides, to see which wall is further away, and then try moving in that direction for few frames. It would look like the boss rat is smart enough to circle the player around.
All that said, great job, especially seeing this is your first Ludum Dare. Looking forward to what you make next ๐
Also, very pleasing glow effect on the projectiles ๐
Unfortunate Harvest by redemptor 2023-01-27T15:47:06Z ♥ 1
Great entry, cute character, everything fits well: the gameplay, the visuals, the audio, the theme.
Few comments: 1. As noted by others, the sunflower feels unfair. Won't expand here. 2. The slow-moving shovel attack is an interesting choice. I can stack around 10 shovels flying in front of me while running, thus eliminating most of the enemies even before seeming them (or right as they come into vision). Maybe it is worth making the attack a bit faster and add a bigger delay? - Or like in old consoles game only allow 1-2 projectiles on screen at a time. So long-range shots while being safer take longer. And close-range shots are near instant, but are more risky. 3. Character movement is a bit slow in comparison to how vast and horizontal levels are. - Some checkpoints throughout the level would make this less apparent. And be more forgiving for newer players. And to balance out, you could deduce from time-score for each death taken ๐ 4. Some upgrades with the plants harvested would be welcome, so we can try to beat level again with powerups faster. Just some replayability idea ๐
Looking forward to your entry next time ๐
Dr Bentham by hmrpf 2023-01-27T15:24:07Z ♥ 0
Great job on submitting, I can see you did a lot, especially working alone.
Loved the `Sorry... I didn't have time for this screen` ๐ made me laugth ๐
Some thoughts/suggestions regarding the game. Keeping in mind, that this is a perfect scenario suggestions, and/or possibly short fixes that would (imho) improve the gameplay experience. Sorry, if somebody else already mentioned it, wanted to write my thoughts first, then read others ๐ 1. I think the first problem you have if having patients truly random. I had a row of patients (5+) that were only missing kidney. And then 6+ patients in a row that were missing a heart. Some with better variation, and then again 4+ in a row with missing only kidney. That kind of got depressing, as you cannot really do anything about the situation only wait for the new body. - I think it would be better to have the sequence manually predefined (at least for the jam), so you can fine-tune the order each organ shows up. - More complex solution would be use some kind of fake-random generator. For example have rules, that not 2-3 patients in row can have same missing organ. Or if player didn't put any organ in for some time, generate body with missing organ the player has in stash. 2. The removed part decays rather quickly (it seems about the same time it takes normal patient to die). So unless, you get two-three patients at the same time or in a perfect combination, it's really hard to save any of them even then. I suggest possible solutions or combination of them: - I would suggest making organ table actually a freezer, so they don't decay. - Then to introduce some challenge back - require ~3 second de-freezing before putting it back to the patient. Maybe also apply some medicine, so it gets accepted better. - Make the slots stackable, so you can prepare "in case of emergency". - Allow organs to be purchased for a price also (and maybe even sold). Then of course you need to generate money, so maybe, treated patients could leave you some "gifts" ๐. Or sometimes even relatives could leave gifts in advance. The size of the "gift" could depend on their profession, their marital status. 3. The balance between decay and and number of patients. I would suggest increasing decay time as well as number of patients at the same time. And maybe even make a queue of new patients, in case you are taking too long. That way there is higher change to get right combination of organ parts, and not jsut wait untill they all die. - Additionally you could introduce some (expensive?) medicaments, that extend they decay time, so you have more time to treat them, but it could be more expensive. Especially worth doing if combined with above noted points. 4. Some kind of story / day-to-day payment, story choices would be nice, but I guess this is definitelly out of gamejam scope ๐
Oh, and after few times I could put heart on the table anymore, I think some other collider might be blocking it?
Overall, I see some interesting gameplay potential. And you did well and a lot working on this alone. Looking forward to post-jam updates and next LudumDate entry ๐
Reap what they sow by ZLuca 2023-01-27T14:22:29Z ♥ 1
Nice, a card game is somewhat difficult to make in jam timeframe in my experience, but you managed. Well done.
Interesting idea, but I am not sure where to put the gameplay feel. Here is why: * It's not really a strategy game, because you don't make choices in the shop, or not sure what the AI players will do. * It's not an engine building game, as the card bought from the shop don't really improve your current deck/action setup. * It's not a bidding game, as the prices are constant and you are not bidding for cards/action. * Not a diplomacy game either, as you don't really have any interaction options for other AI players directly. * Not a worker placement game either, as you don't compete for actions with others players. * Maybe I could put it a bit into action-optimization games basket, but somewhat hard to do it too. As the choice set is rather limited, and earlier or later your turn consists only of selling crops.
What I am saying, is I would like to see some more clear direction with gameplay. Some mechanical problems, in my humble opinion: 1. Card, that lets you steal 2 coins is kinda useless, as you pay 2 coins to get it and an action, then an action to use it. So basically it wastes two of your actions in 3 action turn. It might not be a problem, if you want to overtake somebody, but that's two actions. I would rather currently just sell 2 bananas and get 4 coins - that's worth about 3.2 coins more (because you need actions to seed and harvest). 2. Selling costing actions is causing problems. Noted above. As well as making my strategy to just grow most valued crops, so I will be able to sell them in time. It might not be such a big problem, if there was a sell action and I could sell all crops of the same type, or even choose what I want to sell. Then again, this is nearing worker placement mechanics. 3. Shop is blind spot now. I would expect to get at least somewhat more valuable cards, as I am spending action and money to buy. You also don't know that you will get. I am not saying to drop the randomness entirely, but at least some indication of possible options would be good before buying, so I can weight my decision before committing to the action. 4. Helping other is a nice idea, but it would be cool if the action also did something to the player who is helping. For example, if Mr. potatohead is watering my plant, he could get a coin? or some _friend token_ he could spend somewhere else. 5. I really like, how each AI has it's own personality. So another idea, maybe, would make this a kind of cooperation game instead of competition. So you the goal is grow collectively the best garden, but each AI has it's own preferences what/where they grow and act. And the main task for the player would be to influence the garden so it becomes the best garden. I understand this might be far off from your idea, but at this point I am just brainstorming ๐
Oh, and floating cards as actions from other players - great that you have at least some indication what is happening, but for me it was not always clear what just happened. Why did that card got cancelled? Did I just lost a card? How did they do it, I want to do it too.
All in all I like what you did, it's not easy. ๐ I hope you don't find this discouraging, just wanted to point out most pain points for me, how you could avoid them in your next game ๐
Space Garden by Yamzho 2023-01-27T11:49:38Z ♥ 1
Ah, nice, this is quite similar to what I initially wanted to do, but dropped due to not being able to balance game in time ๐
First, the visuals - very well made and thematic, has retro (60's-70's) futuristic feeling to it ๐
Chill background music and sfx for every interaction, so well placed, I didn't even notice them being there first time playing.
The gameplay itself was interesting and fun, yet, it didn't have that `let's try a bit more / again` feel, at least for me. My though why it could be: * The working field was too big/empty, at least with what I could do with my cards in a turn. * The plants grow too fast - this is I guess in line with my previous point - longer growth times, you need to use more space. * Planting feels underpowered - you dig/harvest 9 tiles, water on average - 4, but plant - only one. Wild growth fixes that a bit, but you usually get around 3 tile more instead of wanted 7-9. And each seed takes card in hand, some even action, so if you are planting, you don't usually do anything else, and even have left-over actions. * I liked row/column dig, harvest tiles. But would want to see the same for seeding / watering. So you are then more inclined to clear more rocks. * Rock clearing is a nice addition. But feels missing something. Either you need to add more rocks? or make the card less powerful, but not used up, so overtime you would open up more and more space? instead of one opening and that's it. Unless you take another cards. Which... * ... Is usually not worth it, because you have space for your fast growing plants already. * Somewhat the same issue with the card that harvests all plants. Not really useful, especially with that price, as you don't have that many plants anyway. * Watering can was a bit frustrating, as you didn't know in advance how the water would be sprayed and could not plan around it. * I think it would be interesting this if you combined current mechanics with **Tetris** - that is each card would a predefined and randomly assigned tetris-like shape that the effect applies to. e.g.: carrot seeds in `L`, dig in `2x2` block, then harvest in `I`, then another carrot seeds card in `z`, watering can in `T`. That would also solve the watering can frustrations, and would be rather interesting puzzle.
One UX downside, is the `space gardening for dummies` (tutorial) - I didn't like it cycles automatically, and the waiting time was too short, and too long in other cases. Basically wanted to have a button, that lets you switch between pages manually.
Oh, and I managed to get stuck two times when picking a card (played `hotfix v3`): Space_garden_stuck1.png Space_garden_stuck2.png
Overall I quite enjoyed it, and would love to see if there are any more updated later on ๐
P.S. Some run instructions (/download links) would be nice, not everybody has JRE installed ๐
Dead End Job by fatPenguin 2023-01-27T10:35:28Z ♥ 2
Finally came around to trying this!
Wow, a lot of work put in this entry: modelling, animations, sounds, various buyable modifiers and buffs, not to mention you have sequences and and witty dialogs.
Not much for me to add here. Well maybe except the gameplay flow: * The intro is quite nice and progressive * But enemies or rather number of them ramp up quite fast, and most of the time I found myself running away from them turn to turn back and land a hit (hoping, it will be enough to kill them and my range is good enough to hit them). Which I think is a rather common problem for horde (zombie) shooter gamers also - most of the time you run away from them, to get enough time to empty your clip (or all attack) into enemies, as they have tons of health. Maybe it's worth doing some kind of twist here? For example merge many of same monsters into one single one, but slower? * Some kind of dash would be really helpful here - invulnerable-dash through the enemies and/or away from them. That would let player to keep better pace in combat. * The shop upgrades seems to be fully random? That might be a problem, I could not buy anything in first two-three shopping sessions, which I think made me overall weaker than expected monster number scaling? * The `rock paper scissor` logic and `power slash` were quite hard to wrap my head around first time. Maybe two extra levels with explanations for each mechanic would have been nice.
Overall really great game. Also, the lantern-bat is adorable ๐
Human resources by JazzatheFOSS 2023-01-26T15:43:29Z ♥ 1
Cute game, simple, but well made.
The art is great, especially the night background outside with the moon - nice dithering there. The sound effects are nice and well places, nothing seemed out of place.
The game has such a huge number of cultural references to memes/movies/books/anime/games - it's crazy. โ๏ธ
The gameplay wasn't too challenging or hard, especially since scores are calculated, but we never get to see any consequences, quotas or comparisons. Kept playing mainly because I wanted to see all leftover interactions with other reapers. To be fair, after Tuesday I started wanting I didn't need to walk such long distances.
I always try to give constructive feedback on how to improve game: 1. Mako scores worth something: job contract extension? new book for the shelf? new Rick & Morty posters? Buy apples to check if they are actually tasty? Give some soul-like currency, so you can try all and more of the above? 2. introduce several levels of complexity for the current reaping minigame. For example, make third attack `green`, and then `yellow` souls you have to harvest with `green` and `blue` attacks within some small timeframe. 3. Introduce a bigger variety of work minigames, so different days would be more beneficial using one minigame, and other days - other minigames. Also make souls accumulate for the minigame, you eventually have to switch between them, and not always do one minigame. 4. Some kind of inventory, so you can do favors and errands for other shinigami. For example, bring more milk, or get a disguise kit and try to help others that can't keep up with increasing portal times?
Out of curiosity would want to play a continuation, but I think it might be hard to put all the references into the game and still have coherent story that makes sense ๐ Great job ๐
Just Another Farming Day! by Paulo Brunassi 2023-01-26T14:59:09Z ♥ 2
Great entry, very nice twist on casual farming game expectations. The visual/audio design is superb for jam game. The second part is rather well balanced and feels great to play.
Not much to comment here, it seems you know what you are doing quite well. Though two points still stand imho: 1. It would be really great to see action key-map on second part. Took really long time, to figure out you can change weapons with scroll wheel. I would recommend also binding weapons to 1-6 buttons. As well as showing on screen hint like `You can change between weapons with scroll wheel` 2. I think have noted before, but I also think, that having a way to get more ammo would make the game feel more enjoyable. Because now, once you used your fancy weapons, because they feel so much powerful and great, you are forced to go back to refill them. That feels somewhat like punishment. I would recommend also giving a shop option to increase max ammo size for each weapon alongside (just add another button under the `purchase`). You can also make ammo clip expansion progressively more expensive. So you are still suggesting to try out different weapons at the start of the game, but later on player can invest/dedicate to the one they prefer the most. + less needless walking to refill ๐ e.g: - first expansion for the weapon: 100 $ - second expansion for the weapon: 200 $ - third expansion for the weapon: 400 $ - first expansion for another weapon: 250 $
Overall, great job, very nice and juicy game ๐
Hectic Harvest! by Torban 2023-01-25T18:58:27Z ♥ 1
Nice COMPO entry, are you sure you didn't mix the theme this time around? It's not `every 10 seconds` anymore ๐ Ok, in all seriousness, there is a lot of work put into this, and it's quite _fun_ **once** you get into it.
My personal suggestions to make this fun more quickly: 1. You walk out of the garden by stepping onto the conveyer belt and never return. (possibly have to be carrying deliverable box, didn't check in detail) 2. You can (accidentally?) throw crop over the fence, to never recover them. You could set collision detection to `Continuous` for the crops and items as a quick work-around. 3. Use `Circle` or `Capsule` collider for the well (as well as the player), it was a bit frustrating getting stuck over empty space ๐ 4. Make the left farm slots restricted - you have to buy them from the shop, that way players will earlier realize, that rightmost lands are the best ones. 5. Move the seed spawners somewhere down. Because now you are not getting any visual feedback that you are carrying something, because the thing you are carrying is out of screen. If it was a bit more lower, the player could see right away, that something happened. 6. Spawn delivery crates in predefined spots and limit number of them. Because there were several times, when the left colliding box was preferred when delivering good to it, thus making my fail my order. (Or you should sort which colliding box to pick by left time, but it's would be better if you cannot try to deliver to two boxes at the same time). Instead of allowing one box to push other, as this might create a box at the moment I am delivering good, again misplacing them and failing orders. The same collision issue is existing when you are trying to pick up boxes. 7. Would be great if you pre-water tilled soil without planting seeds. Yes, would require additional checks and visuals. But it would let player feel smart, by letting prepare the plots in advance when there is nothing much going on. 8. Ability to purchase `Strike` negation would be cool. As some strikes are just accidental, so why not player extend the play by sacrificing their resources that were saved for an upgrade.
I ordered suggestions in somewhat easy to do -> hard to do order ๐
Overall had quite some fun trying to make everything on time, slowly learning the bugs I have to work around ๐
Oh I think nobody noted, but good job on the art. The crops and tools are clear and distinctive enough. With crops having several growth frames for each. Not to mention, you actually managed to fit at least some sounds for all tools as well as background music.
Soul Gardener by taikinaaa 2023-01-25T17:46:52Z ♥ 0
Well done pulling platformer for gamejam entry. There goes more work under the hood than it seems at first. I had fun, game felt incomplete after all levels, as there are still pots left without a grown flower. I managed to accidentally drop first two drops on ground, as I didn't realize right away, that it's not a fighting level anymore and I don't need to press `shoot` anymore.
I will echo previous comments also: 1. Controls are weird, at least leave `jump`/`action` to `z`/`x` buttons. Better yet map to `space` and/or `shift`/`control` 2. The movement felt too twitch'y, I had to adjust my position a lot, when pouring souls. And missed platforms/jump points a lot. 3. Sound effects are great, with exception of `running`. I would have spent extra two minutes sampling _Coin_ sounds from **bfrx**, cut the sound a to shorter version and played them more often. (Think `Super Mario Bros`)
Also I was hoping, that fully growing a flower would grant you a new power. e.g.: double/wall jump, faster shooting, spread fire shoots, dash..
Overall, great entry - keep it up ๐
The Harvester by 0x01F0 2023-01-25T17:10:04Z ♥ 3
Interesting entry, a logic-knowledge puzzle. Loved C4 reference ๐ (Most likely missed several other ones) Some death/reason combinations were funny. Did you though of all the items in the list? Or did you do some research?
Was a bit disappointed, that digging my own grave had not special line ๐
As for the gameplay there is an interesting mismatch of intention and actual gameplay. The voice overs, visuals, sound effects are beautiful and well places, but the main gameplay is just staring at `Death book` and scrolling through it, so most of the time you don't see neither the very well portrayed surroundings nor the audio. I think this would have made a lot bigger impact if you had to match at least part of information from the gravestone engraving themselves. So - make the interaction with gravestone more, than just choosing what to take.
Which brings me to my next point - once you commit to digging, there is no way to back out. Once I clicked accidentally, on grave, that was donor, and once, I forgot what I had to harvest ๐ So an option cancel would be great, at least for double checking what I was to take.
The `Death book` list gets duplicated each time you close and open it. So after checking it 5 times, the original list is displayed 4 more times.
All in all I quite enjoyed it. The visuals and sounds were very well made, and placed, controls intuitive enough, the `Death book` list was sad to read, yet amusingly absurd enough to keep me smiling ๐ . Then again, I would like to see a different way of delivering puzzle inputs to player ๐
P.S. _I am better human than any human ever was_
Sanity Farmer by deadgoodnik 2023-01-24T23:53:16Z ♥ 1
Right.. I would say this belongs to the contemporary art section of exposition.
Some description structuration would help to read through the text. Unless you start harvesting sanity from even before ~~`playing the game`~~ trying out the experience.
Harville by infecsean 2023-01-24T23:18:07Z ♥ 0
Good job on submitting ๐ My favorite part of the game was when new humans get catapulted from right side of the screen to the left side, usually in groups of ~5 ๐ Sadly enough could time it well enough to screenshot them.
Got stuck in walls few times while reaching the merchant: 2023-01-24 17_52_32-Harville WebGL by infecsean - Brave.png (was double jumping and dashing at the same time.
There are some interesting ideas, and various systems in place, but sadly most of them are not working fully, or has issues. I know it is hard to cover everything, but best approach if you see you are not making it, is to cut down scope drastically. e.g.: in our game, we wanted to have inventory with different items, multiple paths to completions, extra animations, explosions, action sequences after each puzzle pieces, dialogue lines for each situation. But as the jam was nearing the end, we had to cut more and more functionality to have something working. What I am trying to see usually it's better to have something simple, but working ๐
Platformers are actually quite hard, and if you want to overlay it with dialogues and purchases, and different weapons and other various mechanics, it can quickly get out of hand... and platform space... rather quickly
It's quite hard to comment, as sometimes it's not clear what was intended, but this is short list, what could be done with imho least effort, to get most out of it: 1. Change collision type on player and enemies from `Discrete` to `Continuous`, so you don't fall through world. 2. Jumping is weird. Especially double jump, unless you want to specifically players to double tap jump as fast as possible. Usually when setting values for second (or third, etc) jump, you want to clear current `velocity.y` value, before setting jump impact values. That allows to jump as if from ground. - From design point of view, usually you get double jump after some time, so you can appreciate it more later on. 3. Dashing while is cool, should not be possible while in conversation? I was moving all other the floor while talking to the merchant. Though, I do have to agree, it was funny in its own way ๐ 4. You start with 1 million money? I think it was supposed to be debug money? Give name for the money, e.g.: `undercoins` 5. You cannot buy any tools? If first tool is free, maybe it's worth giving it to the player anyway? The purchase button was way too small 6. You cannot deposit your harvested organs for money. Maybe make a separate world object to deposit them if that's easier, or even allow sending them from straight from UI (add, a timer so there is a meaningful choice for the player when to send them off) 7. If enemy movement is hard, make them stationary, but hard to reach for the player - more platforming to do. 8. `Application.Quit()` is not a valid call on webgl builds, I suggest you hide the button with: ``` void Start() { #ifdef UNITY_WEBGL gameobject.SetActive(false); #endif } ```
Over all, I think you did the right decision on submitting game you have right now and getting feedback, rather waiting to complete your intial game vision :)
KICK by taxol 2023-01-24T15:40:54Z ♥ 0
Congratulations on submitting your first game. Well done. The idea is interesting, and content is educational, but either lacks mechanics or balancing to be challenging.
For example: the official had pay/eat more (family) sometimes, and would be more motivated to kick somebody. Or the kicked farmer would get some kind of debuf for next round.
There are several UI/UX issues that would increase clarity a lot if resolved: 1. I would argue that `click` name is not clear enough on what it does. Maybe better call it **collect levy** or **apply taxes**; 2. Order buttons visually in sequence, you want or expect players to press: for example top to down (renamed **click** -> **compensate** -> **submit**; 3. Make **compensate** visually clickable only if it does something; 4. The math expression even though helping are rather hard to read. Especially since they are animated with rather short animations. I think would be better animate them by iteratively substracting **1** from upper grain hold, and at the same adding same **1** to the _levy_ field. Even better if there is a floating number **1** from one field to another. This way the user would not need to simultaneously parse 7 addition/subtraction equations (not everybody loves math); - Second argument for this approach is players easier notice the changing elements. So even better version would be to calculate each house in sequence this way. And at the same time add to _total_ field (aldo by iteratively adding **1**); 5. Term **kick** is rather confusing in todays online community context. I highly recommend putting **game explanation** section above the **background**. As well as including it as a separate popup at the start of the game - higher change more players will read it and not get as confused; 6. A confirmation after pressing **submit** with `Ar you sure, you are missing {x} grains to submit` would be really helpful. Especially for new players. 7. If there is a end-game goal, it would great to see it on the screen as well. e.g.: 16 years left until retirement.
That being said, great job submitting **COMPO** entry ๐ . Let's see how it goes next time.
P.S. `Application.Quit()` is not valid code in webgl builds. You should hide the button with: ``` void Start() { #ifdef UNITY_WEBGL gameobject.SetActive(false) #endif } ```
The Onion Quest by Dekajoo 2023-01-24T12:55:51Z ♥ 1
Nice entry, this is so much work done over three days. Totally did not expect, that you can even choose your own path to the boss, and even with random events. This has rather simple mechanics, quite a big of exploration space for the strategy. Loved tomato inclusion as well facial expression on vegetables, especially the onion. Would be interested to see if you can evolve this further.
Now, I didn't get to the end, because, the game got stuck: stuck.png It was in the second half of the map (2 random events, and I think first battle after second event). The vegetables did their `start of fight` effects on both sides, but did not start attacking each other... I guess they understood it's better to live in harmony? ๐ (I didn't press any buttons/mouse, while `start of fight` effects were being executed; oh, bought level 1 carrot and swapped with lime)
A bit more from tech side: 1. The screen before the fight with **Havest** - took me a few seconds of waiting each fight to realize it will not fade automatically and I need to press button. Personally, from user perspective, I don't see reason, why it could not fade automatically after a second. 2. Got confused a bit in the path selection map: - The starting nodes (mushrooms) were very close to the screen side, and I wanted to scroll back more. - The available node to select (hilighted) always looked like the node I am currently on, and I wanted to select node after the hi-lighted one. 3. Would love to see some more variety of events and node types in the map. (I didn't even expect it to be there ๐ ) 4. Some area explanations labels would be nice. Took a while to figure out what is "bag". Also some visual identification for available slots would be nice, even subtle ones - better than visually partitioning space in my mind ๐ 5. Was were confused about eggplant ability - I thought having one eggplant gives health boost to all **my** field vegetables as well as **enemy** ones. Then I understood, it is a positional effect and you have to arrange your army in specific way ๐ - Also, would that mean, that eggplant in the front row grants health to enemy front fighter? ๐ 6. More of a Quality of life feature, but I would really appreciate, if you could drag-swap vegetables in field/bag directly without putting them into empty space first. But I know this rather tricky to do right (especially in gamejam timeframe). 7. Some variety on coins gained would create unique and unexpected opportunities. 8. A couple of sounds would have been nice - for example: veggy hover and click sounds. (I did the same on my game ๐ )
Also would like to see some kind of special upgrades / purchases available. For example: * Extra roots - the vegetable cannot be moved anymore, but each fight gets permanent health boost; * Speed-grow potion - takes space on field, but does not participate in battle. After the fight, it gets a level-up.
Overall great entry, looking forward to future work.
#NoOneDeservesToBeAnEggHoover by bellatrion 2023-01-18T22:32:03Z ♥ 0
This is interesting. This seems like `The matrix` meets `Papers please`. At least the "egg" harvesting part.
As most mentioned I found the egg collection part rather on the boring side. I think that was mainly because you have to wait ~3 seconds with nothing happening, and then harvest all eggs in around ~1-2 seconds, then wait around 3-5 seconds more. If you had something to do during the waiting part, for example - you have to apply some sort of "nutrient paste", or "egg polish" before the harvest. But you can only hold one thing at the time, and have to go back to fill up again to apply again. Then spread out the applying part and harvesting over longer period of time, to actually still manage to do everything. Thus make the game feel more interactive, while still keeping the monotonous part in there, as that is all you do during your day.
Would be interesting to see some kind of survival-management part of the gameplay between the days. For example amount of nutrients your brain receive depend on how well you performed during the day. Or actually you have option how much nutrients you are going to receive for the next day. You could get a warning if the next day is going to be a hectic day, and you need more nutrients (or other substances) so that the time is diluted for you and you can make more options.
Another option would be to drop the mouse controls during collection phase and only control with arrow keys, as there is a predefined number of slots, that grow eggs
And there seems to be issues with text display when I played: missing-text.png and later on: eggs.png I had no idea what I was selecting (or even if I had a choice), tried all (1->5) options, that reset the text, but neither of them seemed right. (I played the webgl build on Brave browser, would have switched earlier, if I understood, that something was amiss earlier)
On game feel side of things: I really liked the suction animation and sounds were appropriate even if a bit repeating at times. The story also seemed intriguing, even though I think I missed half of it ๐
Radiance by XOREAXEAX 2023-01-18T14:03:57Z ♥ 0
The visuals and especially the audio are amazing and fits the theme well. This looks like a really nice start for a incremental idle clicker exploration game. Though as most before me already mentioned it, the game needs more story / buy options, some quality of life improvements. E.g. option to buy 10x harvesters/collectors.
One possibly quick change that would create a sense of challenge for the game would be to add some fictional goal to reach. For example: `get to 100T/s generation` and once you do you could "restart" the game on a new star (different colors). Seems like simple change it would feel more game'y.
With higher numbers of generation, you spend most of your time manually clicking the harvester button. But this shows the harvester explanation **right over the most beautiful part of the game** - the star. I would suggest putting the UI for it a bit to the side so the player can still admire the sun while clicking.
It was interesting to see the collector efficiency percentage values by the collector itself. But with a higher number of them it gets hard to read, so after certain number it would make sense to move it to a dedicated ui listing them all. Also if the text is part ugui in a single canvas it is one of reasons for bad performance. As every transform change of ui element in the canvas forces unity to recalculate all the elements in the canvas and redraw them again.
For the types of games you would also need to separate logic from visuals. As unity is not really with calling thousands of update calls - you need to manually call them from a single place.
Overall, would love to see this game explored in post-jam space ๐
Slimevulture by Feraligatr 2023-01-18T10:51:33Z ♥ 1
Well done on the entry. I like how your slime can have more than 2 arms. Reminds me a bit of the **Inside** game. The "ouch" audio was cute.
The body modification part of the game is something I wanted to toy around for some time, so glad to see I am not the only one. I would prefer though if the parts you dig up stay in the world just a bit longer. A random part drop from zombies would also be appreciated. I found myself a few times in scenarios, where all graves are "harvested already", but I still have time kill. I think it would incentivize players to go kill zombies more. As well as creating tricky decisions when the part drop from zombie, and you don't really want to go back to pick it up. And of course even more amazing, if you could see the collected parts on the slime in one way or another - e.g. random hands and legs dangling around.
Another idea to think about: should there be some downsides to collecting many parts? for example the movement speed slows down. But moving slowly all the time would not be interesting. Then you could introduce some **Concentration** parameter, that allow you to arrange gathered parts more neatly and efficiently - thus moving attacking at full power. Oh, maybe even better - make the concentration go down only when you are getting hit. And to recover it you would have to stay still in one place for certain amount of time. That way there is more of strategic element to the game when to move and when to recover, as well as not trying to charge into zombies straight on. But that's just one possibility.
There were places where it felt like I was getting stuck to environment. I would recommend using `capsuleColliders` for the slime and a combination of `Circle/Box Colliders` for the environment, if you are not doing it already. Rounder collider shapes seems to be more forgiving for diagonal movement and around the corners.
It was a bit hard to understand where are the limits of my attacks and enemy attacks. I guess my attack range was more or less the area I can reach with the sword. But for enemies - I was struggling to understand if I still have a few moments of movement before they attack or should I go already to not get hit. Some sort of visual feedback would be great.
The boss fight was a cool and somewhat unexpected addition. Especially since the boss had different attack patterns. The thing that really confused me though during the boss battle was the background. As it was the same tile all over the place, it was really hard to understand if I am moving and how fast. Is the car moving? is the Gravekeeper is moving? Some kind additional environment objects (trees, shrubs, path) would really have helped to anchor myself.
Overall great job, looking forward to future Ludum Dare submissions.
Agricultural Ascension by Sibi 2023-01-18T09:58:13Z ♥ 1
Great idea, to make a one face of Rubic's cube. I also get reminded of abstract board games that have few simple mechanics, but great depth. The `undo` button definitely helped to refine solutions to the puzzles. The music and audio are pleasing and fitting.
How do you manage the difficulty of puzzles a _segment_ (lvl 1 -> 10). I see that the puzzles are created by taking the final version and shuffles around a number of steps. In my intuition it looks like:
``` numMaxShuffles = gridSize - 1; step++; if step == numMaxShuffles { step = 1; gridSize++; } ```
Where `step` is the number of shuffles to do to get a puzzle. I am not sure this creates truly increasing difficulty experience, but for gamejam this is more than sufficient.
Somehow this game is relatively performance heavy for what it does. Especially when adding adding/undoing new tiles. I would guess either pattern checks of sliding is done a bit inefficiently.
I would love to get a shortcut key for undo button. Another quality of life feature would be to on-hover hilight over tiles whenever the tile is in right place or not. Sometimes I spent more time comparing what I need to get with current board rather than thinking how to get there.
Now if you add hint button (since you can record shuffling actions and _reverse_ them) and allow users to create and share their own patterns in game you have a quite a decent mobile game ๐ ๐
Corpse Circle by Jonathan Lorenz 2023-01-18T00:55:11Z ♥ 1
Nice twist on the theme. Really lived how you personified the combine harvester. The visuals, audio design complements the overall idea quite nicely. Also great idea, on using sacks of wheat with wheat drawn on them to represent wheat ๐
The ghost "run" animation is quite ingenious also - it looks like the ghost remembers its personality as a person, and he/she is raising legs when running, hence the skirt gets lifted sideways a bit.
Few points to consider though: 1. Still not sure what do bees do? Are they just a guide indicator, that you are on the right path? 2. Hiding in scarecrows is really neat idea, but I would think there should be some kind of limitation to it. Maybe: `there is time limit you can stay in the scarecrow` or `you can enter only certain number of scarecrows`, or even `once you leave the scarecrow, you cannot enter another one until certain amount of time passes`. Though maybe these could be different difficulty levels and/or challenges for more variability. 3. if you hide in the scarecrow, that is right by the level wall, it gets really hard to see where the harvester is, because camera is pulled downwards into the sacks due to collision with the level wall.
Overall great entry ๐
Necromancer's Garden by animawish 2023-01-13T00:52:54Z ♥ 2
Nice to see LรVE entry from you again ๐ And what a brain teaser this is. Really nice twist on the theme. Requires both planning and luck (maybe too much luck). Juggling between the three resources (money/mana/time) is nice also mix of elements.
But there I find few issues: 1. It was not clear for me, that you can take as many spells even if you don't have the mana right now to cast it. As a result I took ~10x **Rot** cards at the start of the game only to try to get rid of them over next ~20 turns. 2. I could not figure out the rules of how many coffins you get each day. It seemed to scale with number of mana I have? As after reducing my mana from ~50 -> ~3 in two turns I got ~1 coffin from constant 4 every day. As a result, most of the later game, once I had **Forbidden Fruit** I had to spend all time/mana budget to only deal with the coffins I get. Maybe it also scales with money I have (as I was having 130+, as I didn't really need anything from the shop)? 3. Then the money - I didn't really have what to spend money on after buying **Forbidden Fruit**. Thus it started to just accumulate over time. 4. Not being able to pass turns when when I don't have anything more to do. Well, technically I had ~30 mana, several **Rewind** spells, **coffins** and **Crescendo** (I got from the **Purple Cap**) in hand. (and very similar in the deck) My only options were to waste mana by rewinding, getting hand full of coffins, and finally I was forced to use **Crescendo** failing my run. 5. No way to thin out your deck than actually using the cards. And I am not talking about coffins. 6. I am pretty sure this was deliberate decisions, but it really annoyed me. That the **Growth** accelerated rot by 2 days, but full rot cycle is 3 days, so you cannot do **Rot** -> **Growth** -> **Rewind** in some dire situations, even though I am wasting lots of mana just to save one plant. 7. Organ chime while thematically in place it stood out a lot (maybe audio levels/loudness?) and I found it a bit annoying. Glad you can mute the sounds, though other sounds to well placed.
Other than late(r) game chore of not getting overrun by coffins I find the game pretty enjoyable experience. ๐
Straight Line Farming by DrawRunner 2023-01-12T22:49:39Z ♥ 4
Overall - great game. Really like how you turned simple `Harvest crops` into brain-teasing-for-efficiency puzzle game.
Wanted to write a comment how it's usually not worth the risk to increase number of order requesters beyond two as well as land buying, but I see @zungryware has already all that covered in detail. Though I do agree, that it was choice to keep orders random instead of fully hand-crafted puzzles, at least for the jam version. Then again, I do agree, that hand-crafted content would be welcome, like a story element in between all other orders. For example: * A client wants to have crops harvested in specific order; * A client want gives you single seed of new type, and it must be delivered grown with some other vegetables; * Reoccurring client always demanding bigger orders of same type;
Then again, I understand that is quite hard to cram that into jam schedule.
From technical side: 1. I am not 100% sure, but it seems that buying `order time extension upgrade` does not actually upgrade existing orders only the future ones? I had quite a few times, clients would leave in anger, even if I had an extra day; 2. Again, not sure if this is happening 100%, but it seems like there are cases, where the game prefers first client order, even if I have everything aligned for second client. For example: `client 1: wheat x2 + pumpkin` and `client 2: wheat (x2?) + pumpkin + 2 corn` would say I am throwing `2 corn`. Not sure if this is has to be a super set of the first one. 3. It would be really great to have a tooltip on each purchase what does it do. Especially for the first time playing. For example I had expected buying land would allow to convert single green grass tile to farmland instead of adding full row.
Other than that, the idea is great, the sounds are well placed, the pixel art is very cohesive and clear and the gameplay loop is very catching. Great job ๐
Strange Orchardist by BoxedMeatRevolution 2023-01-12T19:55:14Z ♥ 1
Great concept and implementation. I like the thin like between challenging hard, but still beatable.
In a way I got reminded of bouldering, as you first observe the level and plan your route, but then start executing it, and something happened not in a way you expected (too steep ledge / can't reach -> misclicked direction, timed wrongly). And then you have to start again.
One negative thing that stayed in my mind, was that some fruit color combination is rather hard to distinguish from the environment and the background. I would prefer to try to reach the fruit rather than spend time searching where I had missed it.
It's also interesting to see you switch engines over various Ludum Dare entries. Do you choose engine specifically for the idea? or just want to come back to it/experiment? Just curious. ๐ค
Harvest Mouse by Surfa 2023-01-12T15:25:27Z ♥ 2
Great production especially considering ~2days timeframe. Both boss battles were very cool and felt good. I was really hoping/afraid that Larry would come after me after I hit him.
Not sure if this was me only, but targeting with heavy attack was rather complicated. I would also suggest dodge use another resource rather than stamina. For example I got crowded by spiders after unsuccessfully trying to hit them with heavy attacks and could not dodge out of their way.
But overall had fun, looking forward to see something new from you in the future.
Hartifacts by lisyarus 2023-01-12T15:00:22Z ♥ 2
Great idea - great implementation. I really like you didn't go with standard "Harvest crops" game, so I can really appreciate some variation. Also always fun to see some engine variation, not always Unity/Godot/Unreal ๐ (even though I used Godot myself - trying to learn something new).
Really liked the intro/outro tile flipping. Sounds were on-point, but as some mentioned some background audio variety would have helped.
The levels were easy enough and pretty straightforward to solve. My only problem, that there was one and only way to complete the levels. Sure the order of construction may be a bit different, but you always end up with same configuration. So I think it would be great to relax possibility space a bit for puzzles, at the same time you could create somewhat more challenging ones. Then again, I fully understand if that was deliberate choice for `Compo` scope that would allow more players to complete the game.
I tried create a level with what I said above in mind - allowing more design choices for the players. But the maps were in 2D, so each pixel has 8 neighbors instead of 6 in hexgrid. Couldn't figure out which 2 pixels are you dropping to create hexgrid. Maybe example template with dropped pixels would be helpful here. Also it seems the artifact mines are automatically oriented to closes patch of land? (Thinking of a case, where should be a longer bridge to the mines, even though there is land nearby)
From design side of things, would be interesting so see more map tile types. For example: 1. Cities with exits not to all sides (then how to orient them?) 2. Pre-build oriented patches of road so you have to build around or with it.
Organigrow by Phillip Scott 2023-01-12T13:18:55Z ♥ 1
Nice solo game, you did a lot in the little timespan you had. Great job.
Few things from design perspective though: 1. I wouldn't put the seed planter on the platform; (First time playing I spent most of the time looking around for it) 2. It seems that to reach most places you need to actually use double jump. Usually double jump feels good and powerful, but only if you spend some time without. If most platforms require double jump to reach them, maybe it's better to just make the normal jump more powerful. And keep the double jump height/distance for the places that you want to be to really harder to reach. 3. Not sure if this intended, but you use hoe to till earth on brown and green tile patches. This seems a bit weird, as the best play is then just to grow everything new the collection point. Even if you allow growing seeds everywhere, it would make sense to grow them slower on green grass patches (all other weeds compete for resources). 4. I think it would be cool interesting to see some limitations on the seed/ground combinations. For example Lung plants could be only planter/harvested up high on the platforms with different soil type, (there is more clean oxygen up there). Or Heart plants only in far-side corner of the map, as there is more water there. 5. Every time I picked seed planter or pull/push tool I wanted to use scroll wheel to change the value. Also title 2023-01-12 15_16_41-Organigrow.png could different somehow (font/boldness) as this seems like another option I can select.
But overall, great entry. Nice, that you added scoring, helps to see how well players are doing in the game.
Typefarmer by Antti Haavikko 2023-01-11T13:35:40Z ♥ 1
Great game, seems like another successful entry in your word-games series ๐ What are your thoughts on zooming out camera a bit when you have bigger streak going, so you can queue in more words? (Unless this is already happening, I am not that fast of typer) So far my preferred strategy was: 1. remember one word at one side of screen; 2. type another word at the other side of screen; 3. type-in word in memory (step 1), scan for new word type in step 2, so will be at max distance from word in step 1; 4. repeat step 3..
The only problem, is if I fail one of the words, I will be left in place with no words for some time. And I can't type I have in memory, because of some their weird spelling ๐
Other than that - another great entry ๐