Speedy Harvest by CG_Fred 2023-01-09T21:01:12Z
I did my first game in 2:52, the quad-tractors was really fun! (with a lot of bumping SFX action)
Foon → Ludum Dare Explorer → Users → RogerW
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | 👥 | Geometry Summoner | jam | 793 | 3.39 | 3.42 | 3.57 | 3.05 | 3.05 | 3.63 | 2.25 | 2.77 |
| 2023 | 54 | Limited Space | 👥 | Unsquished | jam | 31 | 4.30 | 4.22 | 4.29 | 4.72 | 4.25 | 4.34 | 3.60 | 4.14 |
| 2023 | 53 | Delivery | 👥 | Pinball Delivery | jam | 373 | 3.77 | 3.77 | 4.10 | 3.22 | 3.62 | 3.71 | 2.50 | 3.29 |
| 2023 | 52 | Harvest | 👥 | No Harvest | jam | 187 | 3.82 | 3.70 | 3.93 | 4.10 | 3.62 | 3.35 | 3.50 |
I did my first game in 2:52, the quad-tractors was really fun! (with a lot of bumping SFX action)
The animation is really smooth! I'm interested in how the combat would work in a multiplayer setting!
This is an interesting take on the lane-based combat genre! It might be more strategic if you don't allow repositioning of rabbits between rounds to think more about positioning from the beginning.
The game feels very smooth! It might be good to introduce the orange shrooms earlier since you are faster than the purple shrooms and can get close and fire and Uzi and retreat after.
This is a very relaxing and beautiful game!
The teleportation combined with combat is really cool! Currently just spam-clicking seems to work as a strategy, though.
I loved the narrative between the characters! Depending on how you want to combine the game's mechanics, it may be helpful to automatically extract the organ (or ------spoiler item------) after it is fully revealed so the player knows how much they need to cut.
I really enjoyed the narrative! I think it would be helpful to show an objective list on the side or have a possible pointer displaying where to go next.
This is a great take on a farming + combat game! The controls can be a bit fiddly to work with when getting started.
This was a really creative combination of tile-based mechanics! I did run into an issue where the game would not progress after this point in Mission 1: Screenshot 2023-05-12 234154.png
Nut button 💀
I can't believe you recorded this many voicelines about tabletop gaming
@euix Thanks for your thoughts on the ascension mechanics! We added the metal walls at Stratosphere to prevent players from just running around in the same circular path all the time. Some of the later hazard ideas we considered were bullets that ricochet off of walls, missiles that chase you around, or blades moving along the walls, but we decided to keep the game simple for now. If anyone has mechanics or other ideas they'd like to see in a post-jam release, we'd love to hear your feedback!
Thank you everyone for playing!
@nathmate Yes, punching the corners (while moving diagonally) will push two walls but each wall only half as much.
@henrik-ganard Sorry for wasting your time ;)
@notnasiul We can make the wall being pushed back smoother in a post-jam! (We made the walls incrementally close in on the beats after benisu created a banger of a song to make it feel like a rhythm game.)
Again, thanks everyone for the comments!
@euix Sorry about that, it should be public now!