FoonLudum Dare ExplorerUsers → bradu

bradu

Games

YearLDThemeGameDivisionRankOvFuInThHuMo
202352HarvestHARSTjam7602.762.562.793.192.173.28

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Humor vs Overall

Mood vs Overall

Comments by bradu

LD52 — Harvest

Nightmare Containment by frozenfire92 2023-01-15T12:30:08Z

- Lots of text to digest in the intro (consider "feeding it" to the user in chunks if possible) - Objectives were nice pinned at the top, but the details on what each was, was only available upon encountering said object (not everyone reads the "fine print" on the LD page) - Really liked the music - Some sounds (or even VFX) to know when an interaction is successful (more feedback to the user) - Some more landmarks / breadcrumbs (e.g. like the storage sign on the wall, that was nice) on the map to have some insight on where to go for what (otherwise was really hard to gather everything required) - Graphics and lighting were on point with the theme - Maybe highlight the items that are interactable a bit so users know if they should "attempt" traversing a room for an object or not - Corridors felt a bit long to traverse (with not much to do whilst moving, consider adding some interaction if just walking around would be a big part of the game, e.g. a sprint button, consult some info on objective etc.) - In terms of balancing, felt a bit short of a time to complete objectives - Game fail state was a bit sudden and had no information on when it would run out (except if being in the room with the creature)

Nice idea and execution, great job assembling everything up!

Farmwiz by pikkufighter 2023-01-15T10:45:17Z

- Text (font) is a bit hard to read - The sounds / music is a bit loud - Death is a bit too sudden, not knowing what happened - Some buttons overlapped with the text (e.g. man in the rocking chair) - Not sure exactly what was the end-goal of the game (just harvest as many then plant them?) - Graphics and music are pretty nice

Overall nice twist on the theme (with the wizard) and decent game loop!

Reap, Water, Sow by Zirrrus 2023-01-15T12:52:58Z

- (HTML5) WASD didn't work for me (only the on-screen controls) - Sometimes the controls felt unresponsive (unsure there was some input delay e.g. pressing a button once vs holding seems to do the same thing) - Straight-forward objectives, appreciated! - Liked how everything aligned on a grid (makes it easier to understand where you can plant/water/sow) - Some feedback (audio / vfx) would be nice to have to know when you do something valid - Highscore section could count your own scores against your previous scores - Sowing phase felt a bit floaty (aka didn't look like the blades were hitting the plants you wanted harvested)

Enjoyed this, good job on the mechanics!

Goblin Sylvester the Mighty Harvester by Shess 2023-01-10T21:54:01Z

- Am curious if there was a strategy to not sell some of the items (or maybe remember the items that got sold for the most?) - Some way of consulting your objective / controls in-game would be nice to have - Would be nice to have a way to open your inventory even when you're not on top of lootable object - Music and sounds = awesome - Graphics (2D / UI) were splendid, felt some disconnect with the visual style of the 3D world at times but nothing major - Unsure what was the "rule" for not collecting enough (as going "early" back to the shop keeper) - Would be nice to see the cost of each individual item (maybe keep some of them for other usage in the future) - Sometimes the slow walking speed on swamp (?) was jarring... - mudball1 instead of Mudball (i guess a dev name / unsanitized one) - Suggestion: similar to the golden tint / items that are more costly, maybe adding something like selling alot of the same type would give you a bonus (making sense to collect alot of low-tier gear if you have lots of the same type) - Encountered one major bug: if you hold an item / drag whilst the day ends, can't click on Sell All or Go Out (pitty cause i was close to getting to the objective!)

Fantastic first to last impression and really fun tetris-like gameplay with a great theme, congratulations for pulling this off (and definitely worthwhile investigating into making it a full game)!

Harvesters From Outer Space by fmdkdd 2023-01-15T11:10:16Z

- Nice aesthetic (world, graphics, color palette), - Would be interesting to be able to hit the towers (by beaming something and then dropping it to the ground) - Liked the diegetic health bar, great stuff - Could be interesting to have a cooldown on how much you can use the beam - Some objects got stuck in the air without me being able to beam them unto my ship - Maybe some upgrades - Music is also great and fits well with the theme of the game

Good job on making this fun lil game!

Chihuahua Space Harvest by Zyper 2023-01-15T13:22:38Z

- Lovely graphics - A good amount of details shown in-game related to objective, controls - Some sounds / music would be helpful to increase the aesthetic of the game - Felt like the upgrades maybe are a bit too far to reach - Alternate controls were a nice touch - Wasn't sure what enemies are doing in the start (stealing your planted crops ? and if so, didn't find a way to tell how far they had until they completed said task) - All of this made in C++ is a pretty neat achievement in itself - Could shoot via all the types of controls available e.g. Z, C, B, click etc. (probably at a way faster rate by the looks of it)

Great take on the theme (sci-fi, anthropomorphic animals) and pretty darn fun game to play!

enupishi by sleepyGrin 2023-01-15T10:55:32Z

- Intro (?) was quite long, to read through the lines (initially thought the game is just reading text / pressing Space to go to the next line) - Game world and graphics worked well with each other - Sound is also nice to spice things up - Unsure what i was supposed to do when i got to the (FPS?) part, just wondered around, but couldn't understand what's my goal

Unique visual / art style, was pretty interesting to try it out!

Drake's Fortune by chompdev 2023-01-15T11:02:21Z

- Graphics are pretty cool - Some ambience / music would be nice to add - Sometimes the dragon wouldn't turn (whilst shooting) - Sometimes hard to collect the gold from the ruins - Sweet game loop - Some small animations to the dragon would make it feel more alive

Simple but effective, fun game, good job!

Human resources by JazzatheFOSS 2023-01-10T21:06:42Z

- Took a bit longer then expected to get into the "gameplay" - Unsure if i didn't understand the mechanics but i just sat in front of a door and hit with my (different colored) scythe (unsure if that's all you had to do) - All the items you could interact with and NPCs, perfect - Great graphics (GMS2 is a great engine for things like this) - Maybe add some of the game objectives in-game - Some sound feedback when moving (since you do that alot in the start at least or music) would help live up the pace a bit - Encountered no bugs or crashes

Also a highlight for me was definitely the setting and humor, great stuff!

Reap N' Sou-l by Wolfox121 2023-01-10T20:57:14Z

- Gameplay is solid but the sometimes invincible enemies that stole a soul (a good idea on it's own) was a bit annoying - Music is great (some modern DOOM inspiration maybe in the heavier parts) but tempo doesn't always fit with the game's intensity - Felt hard to hit enemies sometimes (maybe some tweaks to how the attacks work so it's snappier) - Some bigger buildings had no collision (and some buildings obscured the character almost completely (e.g. an enemy close to steal a soul whilst you can't see yourself) - More identifiable landmarks to make it easier to navigate the world - Consider adding some of the objective / controls (text) available in-game - Didn't manage to get any further then the first level - Some sound feedback would be helpful as well to know when you hit an enemy for example - No crashes or getting stuck on my end

Overall, nice take on the theme and good job on assembling everything up in a short time!

Melon Guardian by tsuyurikuraudo 2023-01-15T11:23:11Z

- Quite alot of text to take in on the first screen (consider "serving it" sequential, so there's not too much to process at once) - Wasn't very clear on how to close the initial help screen text - Select pieces was not clear on what that meant (e.g. select with what type of input) - Would be nice to highlight the End Turn when nothing else is possible to be done on your turn - Wasn't obvious that you needed to press End Turn twice to end a complete turn (aka you can move again) - Unsure why it was required to use the mouse (just to select yourself?), possibly consider to use the selection via keyboard (unless i misunderstood how the game was played...) - Took me a while to manage to set the game in CPU / AI mode (consider making this the default) - Pretty cool that you could play hotseat with a friend - Music was short but felt like it fitted the game well

Fun take on the theme overall and pretty cool to see Flash games being made still!

Timeo Messorem by jmt 2023-01-10T21:18:21Z

- Even after reading all the details wasn't sure if what i was doing was correct (as i understood it: it was about matching body parts that have less health in the enemy side so you don't lose that "member" on your player) - Some sound or music would be welcome (to get some feedback on doing good / bad for example) - Consider adding the objectives somewhere in-game to allow players to consult the rules as they're playing - Maybe adding a short tutorial on how to play - Investigate adding more concise wording to better detail the usage of the mechanics (e.g. absorb vs consume isn't very clear at first sight)

Interesting theme and quite different from most games in this jam.

Knights of the VegeTable by TsundownStudios 2023-01-15T13:10:08Z

- Nice aesthetics - (Getting) hit sound was really loud (specially when multiple enemies were hitting you) - Consider displaying the controls somewhere in-game (same goes for objective) - No way of knowing your weapon's durability - No visual indication when you were getting hit - Did the bonfire have any effect on either the player or enemies ? - No way of knowing the enemies' HP (or when / if they get hit) - Unsure what the lil gems were adding up to (or if used in game yet) - Map borders were unclear - Main menu art was really cool

Fun idea with using the harvest as weapons and pretty good core loop!