The Search for The Golden Crown Plant by DuzzOnDrums 2023-01-11T07:42:09Z
Sweet game! whole art atmosphere is harmonic and perfect! Like this game.
Foon → Ludum Dare Explorer → Users → JfeeefL
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Unfinished | unfinished | ||||||||
| 2023 | 52 | Harvest | 👥 | Pseudo-Harvest | jam | 26 | 4.24 | 4.03 | 4.11 | 4.32 | 4.06 | 4.07 | 4.16 |
Sweet game! whole art atmosphere is harmonic and perfect! Like this game.
One of favourite game in LD52! Really thought-provoking when you find that: viewing everything in a high level, every step human take finally is just making everything in our life meaningless, like when text lost its meaning to the player, you can still find a way of developing "your" civilization, even if you know nothing about what it is.
True attitude towards life is to look at everything around you, care about people in your daily occurance, and actively practice in society and enjoy it.
Nice game! Amazing athetics and atmosphere. The ending is predictable but still a little unexpected though.
It is when I push a big fish to the corner of the map and harvest it with my poorest ship, that I felt the happiest moment. However, when I was simply search for tuna for upgrading, it's a little boring. There're so many islands, if there were any different functionalities it would drive player more for exploration. Anyhow, for a jam work, it is already good enough and I really enjoyed it!
Good theme and execution! The twist is kinda creepy but interesting. To better serve this performance maybe more interactivity can be implemented? Like dragging those fairies? Having communication with them? Or, in the last scene -- push fairies into the blender on players' hand?
Anyway, the game is really cool. However, the main part of gameplay kinda feel like -- *Aim Lab*? Feel like I have to click fast and accurately all the time, and be focus! Though that maybe isn't kinda bad experience? But it can be optimized perhaps.
Thanks for your work, I have had fun with it!
Love the atmosphere! I enjoyed it and my LD52 game is also a "1984" styled game, what a coincidence! But text size on the files are too small for me, I really had to push my head on the screen to read it.
If there were music and SFX, game would be wonderful.
Great aethetics and atmosphere. Though we've know you were lack of time in jam but still can see a great potential in it! Short but impressive!
Really enjoyed your artwork! In gameplay part, like the sercret collection and visual guide.
Simple but effective aethetics, hand drawing sprites and recorded voice SFX combined together and brought it a harmonic vibe. Really cool!
Mechanics is neat, simple, and fun. Enjoyed your game!
Comfortable vibe. Such a special and beautiful game!
Doom-like artwork really attracts me! And its paced combat play is immersive! However, based on present system, strategy can be more deep if block system can create a application more than a single lined shooting period; Or to add some obtacles or block with certain buff or debuff in the panel tile, which may deepen the strategy of tile management. Whatever, I really enjoyed your game!
Cool idea of Tractor-S Mark5™! Delicated art and ambient music. Though people in the field gets a little annoying. Perhaps I didn't found an approperiate strategy.
Nice game, enjoyed it a lot. Good design of mechanics and levels, very pleasant experience.
Neat and delicate game! I got addictive to this game quite a while.
However, for the farming process is highly abstracted, the fun mainly came from the upgrading process. What's most interesting is that, the upgrade system kinda like a metaphor for capitalism: you constantly replace your plant method, harvest method, and growth with a faster one, squeeze more profit from it, and expand the field. In this process, player finally do not even have to perform the basic gameplay of planting and harvesting, and there will be no end, until you find an escape: Freedom(Quit). This means previous player has been slaved, by the never stopping growing number, and infinite desire for "upgrade", since the very beginning moment that player no more enjoy the process of sow and harvest.
Pretty like this game.
Cute art style, I like it!
However I come cross a bug that I contantly die every time I just respawned. Maybe the enery object wasn't destroyed when scene is reloaded?(but I didn't see any enemy nearby!)
I didn't see enemy getting near but see myself get stabbed🤣
But in other part the game style looks harmonic! Overall, you made a nice game.
weird but... COOL! Had fun playing your game!
Awesome shooting and hit feedback! The whole game seems really polished and fun! The gameplay of harvesting resources from enemies made me think of *Doom Eternal* (However health cannot be recovered from killing enermies in this game).
Totally impressive game experience! Thanks for your game!
沉重而严肃的游戏,简洁而有力,直穿内心。虽然个人认为只看劳动本身而不看其带来的社会关系的话,其实即便是城里的大多数人的劳动也都是这样枯燥的,甚至更甚。但是仍然很震撼,尤其是读了文字后再玩,五味杂陈:和土地在一起,既体会到了生命的力量,也体会到了生命的无力。谢谢你的游戏,对我很有启发!
Small but delicate game! Enjoyed your low-poly art. But game needs time to be familiar with, you can try a varied cold-time for each tool and short it when points grow!
The idea of harvest memory flower is surprisingly interesting. With this idea, I can imagine how wide can it expand. Wanna see your more progress on it.
Cool idea and immersive experience! As a player, each step I take is recognizing and repeating, but the mood fits so well and I can feel as if it is me who made these decisions. Especially when querying someone's life, their hobby, their passion, it is really guilty to imagine that I had just destroyed everything in his future. Texts are also pretty interesting. Good work!
Small and delicate game. Good teaching tool for exponential function.
哈哈哈,仿佛听到GlaDOS的吐槽,就是音色有点叨耳朵,屏幕盯久了眼睛花🤣。解密挺有意思的,就是如果上面的指令方块一次性把周期给出来会不会要更accessible一点,不用等完一个周期再思考。 另外欢迎互评~😘
哈哈哈,仿佛听到GlaDOS的吐槽,就是音色有点叨耳朵,屏幕盯久了眼睛花🤣。解密挺有意思的,就是如果上面的指令方块一次性把周期给出来会不会要更accessible一点,不用等完一个周期再思考。 另外欢迎互评~😘
@veridis Thank you for playing and feedback! Disabling physics during cut scene is an intuitive design, good advice!
@moonblast Thank you for your playing and appreciation!
@fallcresthero Thanks for playing and feedback! FFFFFFFFF, too!🤣
@bowen 谢谢你的鼓励~!转场设计可是我的骄傲哈哈哈哈😎😎😎
@eddrw Really sorry for that! I mistakenly forget too publish the itch page due to my unfamiliarity with the platform, this is our very first LD attendance. Thank you for reminding me, really helped!
@mnikn Thanks for playing and advice! Next time we will be more prepared at SFX produce. It really affects gameplay experience!
@thgold Thanks for playing! Hidden button design is my proud haha!🤣Thank you for appreciation~
@awelotta Thanks for feedback. Really sorry for bad experience, we haven't had enough quality assurance and the bug even differs between different devices! Before next jam we will try learn more about Unity and try reduce bugs and different experience among all platforms! Thank you~
@awelotta And in v1.2 under our test condition bugs are fixed! *However still some problem if player switch window, please avoid it for good experience!*
@aruspice Thanks for appreciation! The idea of our game is derived from actual historical period [Great Leap Forward](https://en.wikipedia.org/wiki/Great_Leap_Forward).
@judjudson Thanks for your appreciation! Sorry for bad experience about the bug that you cannot drag the newspaper. We haven’t had enough quality assurance and the bug even differs between different devices! In v1.2 under our test condition bugs are fixed! However still some problem if player switch window, please avoid switching window for good experience!
@judjudson Next time we will consider more on music and SFX experience! Thanks for advice.
@surr-sloidah Thanks for your feedback and appreciation! In our first consideration we assume that player can feel sense of tense and unease with timer, and helps to provoke bad feeling for the official. But, you are right, timer do not have to be every scene and every level, a more curved emotional experience flow can be controlled when we design to set or not set a timer.
And the design of **Level 3** scene is also kinda misleading. It has multiple solutions, and the easiest solution do not even have to use the quilt! Only scaffolding and grain container itself is enough. This design firstly aims to encourage players think different and enjoy Eureka moment when they find a special solution. However, it is proven to be not so effective and we should split the *"new mechanic introduction"* and *"think different"* in different levels.
Thanks for your advice!
@sunazazel Thanks for appreciation!
@hamster5295 Thank you for playing! Glad to know you enjoyed it!
@moosey Thank you! We are really happy to know that you enjoyed it! Thanks for playing!
@puttputtthetruck Thanks for playing! Glad to know that you enjoyed gameplay!
@nathan-varughese Thank you!
@pfannkuchen So sorry for the bug on replay button, we will try to reproduce the bug and fix it in future. Thank you for playing and reporting bugs! And we are happy to know that you enjoyed concept and gameplay!
@iesnihs Yes, this sense of scam is where fun is! Very thankful to know that you enjoyed it!
@paulsams Results proved you are right, there should be some "cold down" like logic when processing SFX, but time and schedule was too tight in 72h that finally we cannot make it to do this improvement in time. Before next jam we will further construct our tool chain and attach importance to audio processing!
Really thanks for your advice, and thanks for playing!
@francois-dervaux Thank you for the high praise! Your enjoyment have greatly encouraged us, and this is also why game making is so fun! Thank you so much!
@tvorojok Thanks for playing and enjoying!
@leggy Thank you for playing and your praise! Hope you had enjoyed your "Aha moment" to figure out the game mechanics!
@zungryware Thanks for your high praise! and also your precious advice!
Next time we will address more importance to optimizing user experience and reduce these garbage time.
Thanks again!
@digital-bacon Thanks for playing and your praise!
@fis Good solution! Thanks for playing and thanks for your love❤️~~
@lxndrdagreat Thanks for playing and praise!
@artsyomni Thanks for your appreciation!
@paci Thanks for playing! And happy to know you enjoyed it!
@spaint Thanks for feed back! The present design indeed requires player to build a stable structure, however we also received far more than one feedback telling us that it is REALLY frustrating to see a "completed" work collapsed in the very last second. This is really an important feedback and if we could have further chances of continueing developing, we would optimize it by pauseing before the final inspection? Or avoid adding unstable stuff like a quilt(Though infact only in this game the quilt is that unstable, in reality they don't)
Really thanks for playing and your precious advice!
@steelfeathers Thanks for your praise and feedback!
Sorry for your bad experience.
In this game tutorial there were too much "implication" but not a straight tutorial.
This is an attempt of our design (to use more implication), but from your feedback and after our consideration, it's true that we should make more obvious signals but not just "hope" the player could try something they possibly never thought about. It's designers duty to provide all players with smooth experience but not to provide them by possibility.
As you mentioned automatically succeed is also a feasible solution to this, we would consider it when making a similar design next time!
Really thanks for your advice, this is our very first LD jam participation and we will be more cautious when designing the tutorial!
As for the cursor, that's really sorry, we really had no offense, and our art he denied. He said it's not a middle finger but a first finger. But the curve of pixels maybe is just a little ... weird?
@dacs Thanks for playing! hope you had enjoyed it!
@morimori Good job! Also the solution without quilt and ladder is also mentioned the walkthrough video in the page above. Scoreboard can really encourage player to try different ways of problem solving but for limited time we finally do not have a time to finish this idea.
Really thanks for your advice! Hope you had a good time with this game!
@echo397 Thank you for playing!
@hulya Thank you for playing and your praise!
@deimos 谢谢鼓励!我们会继续努力的!
@hayricakir Thank you for praise!
@mvasko2 Thanks for feedback. Sorry for the cutscene performance. When testing game, we also realized the annoying cutscene(I mean, to play it over and over again, it's boring). However, because of our unfamiliarity with the Timeline animation toolkit, it's kinda dangerous to do modification for our code is a little messy already, so we put it with less priority and finally lose time to fix these problems. Before next time we will refine our toolkit and learn better programming skill as students.
Thanks you for playing!
@spyranteros Thanks for your praise!
@pedsm Really thanks for your appreciation!
@keip Thanks for playing!
@eggshelldog Thanks for playing and appreciaton! We will consider further development after we build a more helpful toolkit, also to learn from all mistakes made in this jam. These updates may then be published in my itch.io site.
@lookleftstudio Thanks for playing!
The key is inside the oil drum. You can hear high pitch sound of collison when you shake the drum, or simply when you drag it. To take out the key, you can try to put the drum up side down and pour it out. Maybe when it's not working, try shake it again and finally it will come out.
After that you can drag the key to the farmer and he will give you more grain!
Here is a demonstration GIF:
2023-01-10 02-34-58_7.gif
@t90 @pikkufighter Thank you for playing and praise! We would further polish this game in future if possible!
@peachtreeoath Really thankful to you for your appreciation! We are also looking forward to seeing what's the best that our game can be in the future!
@milq Just now we uploaded a Linux build, using Unity's cross-platform setting. However, we haven't tested it on Linux platform yet, because we do not have such environment now. Therefore, we can make no guarantee right now, and we are really sorry for that.
If you want to play it, you can have a try right now. You can report any bug if you meet any problem with it, and we will fix the bug as soon as possible.
Hope you can have fun!
Really cool idea! First I didn't read intro before playing. And while I was thinking of how the farming simulation part could be and whether it is awkard to combine restraunt business with farming genre, the moment when I step into the time-travelling portal, it just ... shocked me!
It is quite a good representation of "As you sow, so shall you reap", player take responsibility for their decision. And I think this idea is really amazing and potential!
Love the art style. Great control of play tense!However core strategy part introduction progress too slow. I have to wait for a long period to get to the part where I can really perform any strategy. Enjoyed your game~
Cute visual and harmonic atmosphere! Though I'm bad at this type, I can tell how polished and delicated it is. Great job!
Delicate art style, and it fits gameplay so well! When playing I do struggled in a muddle, but it's fun! 😝
Cool aethetics! Though to strengthen sense of strategy, maybe there can be a prediction about where and what plant will grow in the next day?
Anyway, I like the reverse thinking about the theme.
They are so cute that I can't believe it's cthulhu themed! Whole game mood really fits my appetite!
However, the simulation part is kinda made me anxious because these "C"s sometimes cannot find a tent to sleep by themselves even if I end up built so many tents that nearly filled the sceen. It means that the outcome of my investment is kinda... random? Well, there could be some randomness in game and it can be fun, but when these "C" dies, no obvious signals are given, like a symbolic sound effect? so I have to stare at the screen all the time if I do not want to have any loss due to randomness, and sometimes it's frustrating. But the game content is not that rich for me to stare at it all the time and just wait for a transparent soul coming out.
But for a 72h jam work it is good enough and core gameplay is fun! If there's further development, more details can be added. And a more complex activities logic of these cute "C"s can make this game much more interesting to play! Thank you for your work!
Great artwork and concept! I definitely immersed in it for quite a moment!
However, dunno whether I missed anything or not, apple color generation seems to random? During playing I feel like struggling in anxiety hoping next apple could be the one I needed but in most situations it wouldn't be. I think a color generation algorithm do helps to control players' experience flow. That's my opinion.
Anyhow the concept is really attractive and I bet I would spend even more time on it if it produced apples with some determination of what color I needed. The present game is good enough.