Claim your FREE BitBuddyâ„¢ TODAY! by danman9914 2022-04-06T08:49:36Z
Crashed the game by spawning food and now he is mere bones :(
10/10, absolutely devastating
Foon → Ludum Dare Explorer → Users → surr-sloidah
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | 👥 | Seven Favors | jam | 161 | 3.86 | 3.82 | 3.41 | 4.13 | 4.10 | 3.80 | 3.17 | 3.92 |
| 2022 | 50 | Delay the inevitable | 👥 | The Fumbling Wizard | jam | 526 | 3.64 | 3.60 | 3.56 | 4.10 | 3.75 | 3.73 | 3.76 | 3.58 |
Crashed the game by spawning food and now he is mere bones :(
10/10, absolutely devastating
Pretty fun game :) I like the style and it feels very satisfying to punch a zombie and then open fire on a horde.
Though I found the difficulty curve ramped up insanely fast, I hardly found myself surviving longer than 40 seconds as I was swamped by zombies with no real means to escape, if the level perhaps had more verticality or more means to funnel zombies I think it'd be a great game.
Probably the funniest game I've played so far, all the little descriptions of the horrifically pixelated people got many laughs out of me.
Gameplay wise I think it could've done with a bit more depth and less RNG? Once I lost a couple cards with no way to get them back I found it was very easy to keep losing, and on my best run I started with a guy with 8 attack, cleared through the game and then got zombified because I only was able to find 2 extra syringes through the whole game.
Overall, it's a good game, very funny, just needs a bit more polish and it'd be great
Loved this game
The gradually fleshed out dynamic between the two, from knowing that eventually the hero was gonna win to the two becoming frenemies was done perfectly. Great job :)
Probably the most fun game I've played so far :) The gameplay and feedback has been nailed perfectly, despite being terrible in every run I've done so far, I'm hooked. Great job
Fun game :) Very simple premise, executed really well. I did find problems with things not spawning near where I was falling and pretty much sealing my fate (though if that's intentional fair enough :P) but aside from that I had a good time
Fun stuff :) I like the art style and the simplistic but addicting gameplay, also got a chuckle out of watching the camera pan down underwater on failing, and seeing just how ridiculously tall the boat got. Good game
I really like the visuals and presentation of this game, though I found myself having a few problems with it. The movement going down I found a bit too punishing, as at some point in the game I was unable to drink coffee, and the game didn't tell me how to fix it, which was a problem with how rapidly the enemies move from side to side as I was unable to catch up and get myself blown up as a result.
@snesgaard thanks for the comment :) I do agree with the font being hard to read at times (which is partly why I kept it :P) But if you're on Patch 1.0.1, you should be able to switch to a more readable one by pressing N.
@boxedmeatrevolution Thanks for the comment :) I did have extra complications in mind for the game, such as a goblin stealing your spellbook or a candle setting the book aflame and needing to extinguish it, but unfortunately I couldn't get them implemented in time.
This is nice casual little game, I'm really impressed by the pathing tech and how the game decides which path is optimal to take. If this was given some more time to balance and tweak, I think it'd turn out quite addicting, as I found there wasn't much reason to buy much of anything besides a massive amount of corn corn as it was cheap and fast. And because enemies spawned from only the top in a singular point, their shortest pathing becomes a bit redundant if you surround the top with crops, as they can hardly get anywhere.
But, minor niggles aside, this was a nice one to sit back and enjoy playing :)
Pretty neat game, I really like the artstyle, given how short the jam was.
I think the combat is a bit too slow, and could involve the player a bit more (like say, having the player attack manually rather than automatically) and I found the AI to be a bit problematic - as they'd always rush the first boss and get 1 shotted.
But overall, it's a neat game and I enjoyed it :)
Really nice visuals and presentation here, makes for a very chill experience (at least until you get to the proper hard level 10 puzzles :P) It's picked at my brain quite a lot, the puzzles are very tough and well designed.
It'd be nice if it were possible to restart the level from the very beginning, rather than press the undo button multiple times, but that's a petty gripe compared to the positives.
I went into this one expecting a sort of ironic horror-esque experience, with the admittedly kind of crude, but still appealing, art style. Though what I got I found a lot more hilarious and engaging with the theme. The tutorial was a very welcome surprise and very amusing.
I found organs to degrade a bit too quickly to really be able to go on longer runs in the game, with NPCs having chances to drop organs you don't need while you have a couple missing ones means that a run can very easily go down the drain, which I found a tiny bit annoying.
With some extra polish and mechanical depth I can see this being great. I enjoyed the run I had with it, but found it a bit too simplistic and restrictive to really be able to push myself progression wise, the tiny deck size and amount of cards you can play per turn made the meta pretty much just "rush the plant that takes 20 turns but makes a ton of money" and water it on every other turn, I didn't really find much advantage to any of the other plants.
If that was balanced out a tiny bit more I think it'd make the gameplay a lot more engaging and challenging, good work regardless :)
If I could remember my score, I'd tell you :P Of course I may be wrong and it's not actually the best strategy.
I love the visual style of this game, it's really stylised and well done.
However, unfortunately I found the gameplay to be a bit lacking, there isn't much depth as there is only 4 towers, but the challenge is pretty much gone as soon as you get 1 laser with just a couple connectors attached to it, and nothing will ever challenge it.
If it were fleshed out a bit more and had some more challenge and mechanical depth to it, I could definitely see this being a really good game.
I like the idea here, building a card deck in order to prevail over the living, with some more time after the jam I could see this becoming really deep and engaging.
I enjoyed the short time I spent with it, but found that at a point the difficulty of the enemies raises to the point where it is impossible for your skeletons to kill them, and thus not gain souls, and thus no cards to use on your enemies. If it were possible to build a deck higher than 5 cards or have alternate means to gain cards, I could see it becoming a much more fun game to try and overcome the challenge in :)
It's an interesting concept and I like the cutesy art style :)
I had a couple teething issues with the mechanics, sometimes I couldn't tell when a tool would work on crops (I couldn't tell if a plant was dead or not and couldn't remove it with the scythe) but if you were to iron that out a bit and tune things up it'd be a great lil' timesink
The presentation and visual style here is great, with some polishing it'd make a great wave defense/tycoon type game.
I found the controls to be a bit cumbersome, with right click doing almost everything for the character, and found some things I tried to interact with got obscured in some way, either being invisible due to being blocked by an object, or my character moving into the items and blocking the click.
I can see tons of potential here, it's really well made, and given how short the jam was it's very impressive.
(comment got duplicated, whoops)
Really cute artstyle here :) I like the idea of having to maintain a garden with several types of plants to maim and kill your assailants, however I was a bit confused at the start, I couldn't figure out why I was taking damage, only to realise my plants were trying to murder me, seemingly moreso than the enemies.
Some more depth with the plants and further explanation of the gameplay would be great
It's a good idea and I can certainly see the potential, unfortunately I found it a tiny bit too frustrating to continue with it - if the clicking and dragging was tweaked a bit to show if a placement of an organ is valid it would make things a lot easier, as hastily trying to grab an organ that was just suddenly sent back to the body without warning caused many game overs for me to the point where I had to take a break unfortunately.
Pretty neat game, can see it becoming a winner if it gets expanded upon after the jam :)
I found it a bit too easy once I unlocked all of the fireball upgrades, and didn't really find much use for the fire breath, as I could effectively carpet bomb everyone with ease. I'm also impressed the game manages to run smoothly on web despite all the physics objects bouncing against each other, good work!
I like the simplistic gameplay, it makes for a nice time-sink, and for a Compo game this is pretty much flawless, nothing to really complain about here, if you plan on expanding it further I would definitely enjoy playing it as these kinds of games are my jam :)
This is a neat idea :) I love the presentation and the art-style, it's really well done.
Gameplay wise, I think it was a bit too physics based, throwing guns away often meant I'd lose them amidst crops, and the seedgun proved to be quite unreliable and wasteful when trying to plant crops.
If this were given more time to be tweaked and refined I can see this being a very fun and casual little farming game.
@scolondev If you think it's repetitive now, just think about how the earlier stages of the game had it lasting 21 days haha
Thank you for the review!
@theherborist Thanks for the feedback :) The movement was a constant back and forth of tweaking and fine tuning, especially the camera - the mouse movement was a last minute addition, originally it was just pressing Q and E :P
@indronna so you saw the secret then? ;)
@pitisek Thanks for the feedback :) The disappearing objects is intentional, it's so that they don't obscure the camera when you're in the middle of a fight. And more levels was something we wanted to implement, but in the end I only had the time to create 3 combat levels and 2 farm levels.
@cloughd no promises that you will live
@xandruher @organicpencil @nani @paulsams thank you all for the feedback :)
@boaheck-artgent And another thanks to you as well, just giving ya an extra line to respond to your feedback :P I did consider during development having a map or gamemode where it was a hybrid of combat and wheat farming, though as the deadline drew close and the two modes still requiring balance, I decided to scrap the idea in favour of trying to tune each gamemode on their own, to encourage players to figure out how to effectively manage the limited time they've been given.
@giuti @taikinaaa @fallcresthero @eranot @flying-dog-fish @const-arch @osh-studio @dacs @pusheeneiro @moosey @deathbysnail @klaus-peter @tinykidtoo @jonas-tyroller @lex @tygrak @thyoi @nvrskipgameday @jumpirate @smeljey @algo-baker @luhuchiha Thank you all for the amazing feedback, I'm very happy you've enjoyed our game :)
@orhu It is possible to change the mouse sensitivity, if you check out the options tab you can set your mouse sensitivity between 1 and 10 (the default being 4)
@jormarysky Thank you for the extensive feedback :) I made sure to check the rules before rolling out patches, and it is OK as long as it's not new features, which this game's patches fall under; All they've been so far is bug fixes and an extra build just to refine the gameplay and make it more accessible to people (since the WebGL build came out it's gotten more browser plays than the desktop version has downloads, despite being out for less time than the desktop builds)
If I had more time, rebindable controls would be something I'd like to implement, but I think this would be a bit too substantial an addition for the jam and would be something to add afterwards. As well as the ability to speed through certain dialogue or cutscenes - as I agree, it can get a bit slow on replays.
@bloodfin can confirm, that -3 days remaining is most definitely a bug. Do you know what steps you took that caused that to happen?
EDIT: I've found the problem, will be rolling out a fix soon.
Pretty fun game to have a few runs with, I like the idea and if it were fleshed out I can see it becoming a properly challenging but still enjoyable game.
I found it a bit confusing at first trying to figure out the controls - with how the tray wobbles around with each keypress it took me a while to click that there are technically only 3 lanes (left, middle and right) as opposed to having to accurately catch the food, but once I got past that hurdle, it was a breeze to play, though having to accurately catch AND pay attention to where the food is going would make for a challenging game.
Really like the artstyle here, it's super cute :)
I like the puzzle design, but I found the movement and general gameplay to be really slow, the time it takes for the player to move across tiles feels like it takes forever, which then makes replaying the particularly long levels kind of frustrating, if that was sped up I think it'd be a lot more enjoyable, still a very good job though :)
Very interesting style of gameplay here, it's a cool concept and I found the idea very funny. However (this is probably me being bad at puzzle games) I couldn't find a way to get past the 3rd level, the quilt just proved to be too finnicky and the time limit too restrictive to really allow me to figure out what to do before it ran out.
If the timer was lengthened or removed it'd make for a more casual and enjoyable experience, and being able to skip the dialogue on restart would make things a bit less frustrating. I also ran into a bug after restarting a level where the camera was zoomed in, but the cutscene where the officials arrived played out like normal, and the camera remained in place.
The artstyle is definitely the strongest aspect of this game, it's a very visually pleasant style and the restricted colour palette gives it a really nice look.
If the gameplay were tightened up and the collisions refined, I can see this becoming a fun game to speedrun with friends, in it's current state I found myself getting a bit frustrated with restarting over and over as the character's foot brushed against the butt end of an arrow, causing a game over, and then starting again doesn't seem to restart the timers on traps, so forming a consistent strategy doesn't really work as you can't predict what will happen and when.
If the collision was tightened up and the timers for traps resetting on restart, I can see this being a great game for people to challenge themselves and try to beat their own record times.
Very well made and good looking game. The art style is enjoyable and I like the concept, but I found it a tad too slow and punishing when it came to replaying for a higher score. Losing a seed with each hit and only being able to carry 3 at a time made combat quite frustrating, given how slow it is to swing versus the multiple ghosts that attack you.
But overall, it was a good run, nice work :)
A nice little timesink, I absolutely love the artstyle and the simple colour palette.
Though I didn't have much trouble with the enemies, I found their random placements upon entering a room a tiny bit frustrating, as they could appear right next to the door I entered, leaving me with little time to react to them. But aside from that, it was a pleasant little game to play :)
Fun game :) I liked the spins each level had on the concept, with the increasingly complex level design and the final level. However I found it a bit too easy, surprisingly the first level was the hardest one for me to complete because the game refused to drop the colours I needed to complete the colours.
The controls could do with a bit of a tweak as well I feel, having to alternate between right and left click was a bit confusing for me, having it be just left click to interact with everything would make things a bit more smooth to play.
Overall, good work, I enjoyed it
Even though this was made in 12 hours, I don't think anyone would be able to tell if you didn't tell us :P The artstyle is nice and cute, and the animations for the slimes bouncing up and down are amazingly smooth, really impressive with how short a timespan you had to work on this. The gameplay as well is very simple, but pretty addicting, trying to figure out which slimes liked and disliked while playing into the stock market was a great challenge, really good stuff.