Soul Property: Who's Life is it Anyway? by Budaniel 2023-01-13T00:06:50Z
It's simple fun. I did have a crash on start until I clicked skip story the second time though. Gives me flash game vibes
Foon → Ludum Dare Explorer → Users → Qooorti
| Year | LD | Theme | Game | Division | Rank | |
|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Traumascape | extra |
It's simple fun. I did have a crash on start until I clicked skip story the second time though. Gives me flash game vibes
Unique, abstract game. It's an "experience" game and it was an experience.
This game is proof that solid polish and mechanics matter. Even with child art and audio, it still plays better than any other game this jam I've played. Very good job. It's just a joy to walk around and interact. Also it's surprisingly deep with the cross pollination mechanic. It's no stress fun, aside from dealing with the turdmelons, which add just a pinch of needed conflict to craft the perfect little experience.
This is very comfy and atmospheric on the surface. Also a very nice original but simple fishing mechanic.
For some reason I find the music a bit sad and depressing though.. but maybe that's purposeful? Also love the map you made. Looks professional and adds to the world building.
I really liked this. I love the world building in the beginning, I really got lost in this. Unfortunately I was not able to pick up some of the mushrooms. As a mushroom forager it's cool to see it in a game.
This was really fun. It took me a bit to figure out what route they were taking, and then I only made it to wave 16 I think (should probably also show waves survived on game over screen..) because I guess I accidentally blocked their route they were taking the whole game, and they went around all of my towers. Maybe some kind of way for me to see their route. Also the expensive tower seems to be not worth it? Idk.
I liked this wayyy more than I thought I would upon first look. This is even better than a clicker game, because you actually plant and harvest crops and play an active role. And as you put it, number go up is satisfying. Good job! You captured that rare "I need to play more!" reaction
I really like this, it's fun. I like min maxing but I still couldn't beat the record. I really don't know how I could improve that much. I'd have to be at my desk with a mouse and tryhard lol. e25bec408b8555a954ca31e49c802cc8.png
This is my favorite jam game! I totally didn't play it for over an hour...
The only criticism I have is that the mechanics aren't THAT smooth. But I can really easily overlook that. Moving etc. is just a bit cumbersome.
I LOVE automation. And I love turrets. As soon as I saw turrets in the upgrade list I knew I was going to play for a long time. I made a long killing tunnel with turrets, I didn't have to defend.
Also I paid $300 to get rid of the gnomes, and then I picked shut up and let me keep playing. But then the gnomes were still there! What the heck lol. What would have happened if I picked give me something? Did I miss out?
Edit: my gf and I have totally not been playing this game for hours and hours. The only issue is it seems the amount of gnomes doesn't lag necessarily, but if you build complex walls their pathfinding lags? It seems if you build complex wall structures the game basically freezes up.
This game can definitely be released as a fully fledged game. My gf wants a switch release
Fun puzzle game. The best puzzles are imo simple mechanics at the core
lol I like it. Good use of the theme. Could definitely explore this more and flesh it out
It's definitely a cool and fun game, and that's all that matters, right? Meta is definitely rush eggplants and hope for an eggplant spawn. I agree with the comment saying spawns need to be symmetrical for fairness. And balancing of costs for what units as well.
Very original take on the theme. Not bad at all for a first solo jam. Simple core gameplay, and the swaying is all you need for "spice". For future jams and games of this sort "fun core mechanics" I suggest finding a simple mechanic that is inherently fun, and then building off of that.
Personally I did not find moving the arm with WASD freely and trying to line up the scissors to the lines that fun. It was kind of weird. That doesn't mean anythings bad with this, I just think a different execution would have been better. I think this would have been better from a "birds eye view" type of camera on a table and mostly what you see is the scissors and the clothing on the table, or something like that.
Just something I've noticed all the games that I adore in this jam have fun core mechanics. Some even walking around is fun because it's so well done.
This is great. Easy to understand mechanics. 5/5 sounds. Just what it needs to be. Aside from some post jam balancing
I'm a sucker for tower defense. This game just needs a polish overhaul and it would be 100x better.
Definitely cool idea. The camera makes it pretty hard to play splitscreen. Also the scoring seems really off for me
I like it, I love games like this. "Level" games where you try to get 3 stars, I always have to get 3 stars. And it fits the theme perfectly!
@amkingtrp unfortunately I did not have time to do what I wanted with this game. Basically originally there were supposed to be a lot more clients. As you progressed you basically would have had manifestations of "burn ins" from your brain being exposed to the signals of the people's trauma (creepy stuff progressively happening in the background). The ending is my least favorite part about this. It's supposed to signify that even after you harvested their trauma it's still in your mind now, driving you insane (something like that). Also there were supposed to be aspects of the company you work for being shady, hence them *harvesting* it and not just removing. Along with the mention of being able to print on other people's minds (basically psychological warfare I was thinking).
But thanks for playing the game! Faith was probably a subconscious inspiration for the perspective segment, because it just came to me but I do love faith. It was more supposed to simulate the "on rails" aspect of dreams. How you're not usually in control of your movement (can only walk forward towards the fear, can't walk.. etc). The role of you is basically exposing their buried trauma since to scan the signals they basically have to relive it, hence their apprehension during the procedure.
This is really fun I love tower defense. I wish there was more of an automation aspect, but that's just me. It took me a while to find plants that shoot themselves, I guess bad rng? lol.
Also maybe I just suck but I feel like the plants die too easily and I lose a lot of my plants. Obviously mouse aiming would make the game easier, and maybe plants don't need to be buffed then, because I'll be able to more easily defend them. Maybe improve the way to defend them/strategically place them (I know there are rocks and stuff).
Good job!
This game is crazy with this drone control movement lol. Feels like I'm trying to steer a plane with a string from the ground. Basic and effective gameplay loop.
I'm sure you're already aware but obviously this game would benefit hugely from polish. Also FEEDBACK. I'm not sure your experience level but these are definitely things to work towards. Hit the player's dopamine receptors when they deliver a coin!
*CHING*
*EXPLOSIONS* ;)
Please put your zip contents in an appropriately named folder, thanks ;)
Anyways, this game is AWESOME. The polish is really incredible, and most importantly, it's on top of a simple and fun gameplay loop. Shooting zombies is fun. You have a constant objective and progression to keep going.
Is it me or is the shooting a little off sometimes? It could be because of the seeking upgrade later, or maybe the cursor image isn't properly aligned with the true cursor position, or it could be me going crazy!
The polish is really cool especially for pygame, way to represent. The camera has weight, moves with cursor.. really good camera system. I love that when I walk into the phone I don't stop, I get pathed around it. Not really sure how that happens, but I noticed it and love it (are you.. using.. circular hitboxes in pygame..?) The customer support dialogue is top notch as well. Very good voicing.
Also thanks for including an "end game", even though unfortunately it doesn't last long with lag. My new favorite entry, congrats. I won't bother including what would have made it better, because I think it's obvious and it's 48 hours.
Edit: oh I also forgot to compliment the enemy collisions! Very cool to see them push around dead bodies, almost seems like physics
I accidentally refreshed the page at the end of typing my original comment (UGHH) but I will try to re-cover everything... probably won't flow or be structured as well.
This game looks beautiful. Very beautiful. I don't even just mean the effects, the art itself is great (of course the particle glow and such really add a lot of polish). You've really mastered your art style. The music immediately takes you into the mindset you need to be in for this game. I even hear faint wilderness sounds I believe? Of course lively grass and foliage. You can tell you know where to add the little stuff. Jumping and landing feels impactful. Great feedback auditory and visual. Even little things like the leaves independently falling and flowing (how do you handle leaves falling in different directions and different speeds?). This is a masterclass in dialogue, perfect sfx, animation speed, skip, and art. Distinct character designs. All assets are very cohesive and smooth, nothing is jarring or a mishmash (other than the rocks a little bit). Very simple and effective gameplay loop. Exploration gameplay mechanic is perfect for such a cool and good looking world.
My immediate reaction was that everything was slow and heavy, but after playing for a bit I think it's purposeful for the chill vibes of the game? I know there's a lot of time constraint but perhaps you could write some simple code for a pause menu with some audio and music control? Just a little pet peeve of mine. The shadow "vignette" looks weird to me, like a gooey liquid instead of darkness. But maybe it's what you wanted with the whole magic lore and all. As I said before the stones look a little weird, like they were made to be in a building or something and not natural with the solid borders. Also, WHY NO WASD???
You should expect to place pretty highly for graphics I'd say. Overall really polished and fun, chill entry. I've had the game open the whole time writing this message. Sometimes games don't need enemies.