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TheOtherSamP

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202352Harvest👥Cute Baby Animal Organ Harvesting Simulatorjam8032.542.612.443.252.693.093.482.78
202251Every 10 seconds👥Decaportjam
202046Keep it alive👥Max Party - Party Planner To The Starsjam21583.023.062.403.453.843.143.04

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by TheOtherSamP

LD46 — Keep it alive

Disco Alive by Kappa.B 2020-04-22T20:54:48Z

I spent about 10 minutes on the menu shaking the dice trying to match them all up before I noticed the door that says it starts the game. I clicked on it but nothing happens. I dragged dice onto it but nothing happens. I shook the dice to make a red two like the door popup shows and dragged that on, but nothing happens. I dragged dice onto the dancing tutorial people and they spin up in the air and come back, but nothing seems to happen. I don't know what I'm meant to do, I'm not even sure if I started the game. There's no score showing, so I don't think I'm even playing. Did I hit a bug? Maybe I'm dumb, but more instructions here in the description would be very useful.

The graphics style is nice, it feels very consistent and cohesive. It's a great use of simple assets.

I like how you used the music for the theme, but I'm biased because we did the exact same thing. Our game is also based on keeping a party alive and features Staying Alive, although we remade the music from scratch and changed it so much that it only has hints of the original left. I doubt anyone's even noticed.

I've rated on graphic, theme, and mood only because I didn't actually get it to play.

Adrenaline Rush by Elmeri 2020-04-22T21:40:52Z

Visually this is impressive. The art is nice and characterful, and the roaming camera and swaying objects makes it feel dynamic even when it's actually fairly static. Very efficient. The selfie pose after the character gets shocked got a laugh from me.

The music's nice, but the siren starts to get annoying after a while.

The controls are a bit frustrating, but I take it that that's intentional.

ADRENA-LINE by managore 2020-04-22T13:47:58Z

Fantastically polished fun little game. The procedural generation is impressive, I would like to see a writeup of the algorithm sometime. The only problem with it that I encountered is that occasionally if you make a mistake you can get stuck in an inescapable loop. I would have liked to see it be impossible to get into an unrecoverable position.

The frantic pacing is really fun, and the feedback and juice makes fast moving feel very satisfying and tense. The adrenaline feeling from the title is perfect.

It might be interesting to have an additional mode where the scarce resource is moves not time, so that it can provide a more cerebral puzzle experience too.

Keep It Alive top-down shooter by kkrac 2020-04-22T21:28:57Z

The link on this page says Microsoft Windows, but it's actually a web game. You should change that.

The minimalist graphics work very nicely. The abstract way the health is represented with the particles is very effective. This style does a lot with very little, and I admire that.

The difficulty could be harder. I beat it on the first attempt, without ever using the special shot. I was just shooting constantly and not conserving ammo/HP but it never got close to running out. The gameplay is simple, but essentially fun for a few minutes at least.

I like the little bit of music that plays, but it's very short and seems to stop suddenly and just repeat. It would have been nice to have more of a continuous loop.

Keep It Alive top-down shooter by kkrac 2020-04-22T22:12:50Z

@kkrac I think you should list it as HTML5 on this page too. I'm more likely to click through to a game if I don't have to download it, so you might be missing out on plays by not making it obvious that it can be played online.

Max Party - Party Planner To The Stars by TheOtherSamP 2020-04-22T14:21:29Z

@defectivemelon, yes that was intentional, I'm glad you noticed! Originally it synced the laser colour with the party lights, too. Actually I'm not sure why it didn't do that in the final build, I think I must have forgotten to re-enable it, hah. Everything in the code is actually synced with the beat of the music, but we didn't end up getting the more complex asteroid patterns in so it's not very noticeable. They do spawn on exactly every second beat, though.

Dance Commander by detectiveLosos 2020-04-22T21:18:30Z

This is a fun idea, but I simply don't have the coordination to play it. Tapping on the beat while moving is not in my skill set.

Graphically it's quite beautiful. The auras are simple but very effective.

Doo doo do, dah dah doo doo doo. The music's catchy.

I like the theme of keeping the party alive, but I'm biased because we did the same thing.

Super Realistic Parachute Simulator by hamrathdoesldjam 2020-04-22T21:04:10Z

The yellow writing in the sky and old CRT effect make me feel like I'm slowly falling into The Simpsons, which is fun. It's very simple, but effective, although the controls could be a little bit more responsive. The sound effects are nice to have, but the bomb is a bit loud and harsh. I had to turn my volume way down because the bomb passing was painful.

ANUX by thelemba 2020-04-22T13:51:54Z

I'm trying to play on a laptop without a mouse at the moment, and the MOUSE WHEEL control is prohibitive. Perhaps a tiny update with an additional control method could be added?

Where`s my Pills by colan 2020-04-23T22:54:37Z

The use of dynamic lights is a very effective way to make simple graphics feel more polished, and the character bobbing up and down and turning their head makes them feel restless, which fits the time limit nicely.

I had some problems with the controls. I felt like sometimes I would try to jump and nothing would happen, then a second press of the spacebar would work. It's quite frustrating when you think you're doing it right but a jump fails. When they work, the controls feel nice.

There's a bug in the third level, the one with the moving platforms. If you die, the platforms don't reset position, and it becomes impossible to complete.

Some audio would have been nice. It's always a bit eerie playing a silent game.

I wouldn't say this is very on theme, but that's mostly because it's a bad theme. This feels like a generic platformer with the pills tacked on. "Keep it alive" describes 80% of all games anyway though, so no surprises that many games aren't strong on the theme this time around.

I played for about 10 minutes. I had fun, apart from the frustration with the controls. Good job.

LD52 — Harvest

Grow Golf by torcado 2023-01-11T12:33:04Z

This is very cool! Feels very original. I thought that I'd got the hang of it and had a bit of a cheese strategy (a cluster of lots of balls, a couple of water, mostly regular) then the ground started disappearing and completely killed that strat. Perhaps the game could have eased us into the vanishing ground slightly more gradually, but that was a good surprise!

I had a couple of small issues, like the ball spawning underneath the UI at the bottom where I didn't see it. Apart from that, excellent and creative entry. An unusual interpretation of the theme, but a well justified one.

9CELL by binroot 2023-01-13T18:33:38Z

This is weirdly evil. Very dystopian, a little Papers Please.

I'm bad at it, I never made it past day 10. Well made though! It seems very well balanced, I never managed to accumulate more than $250 at once, it always felt very tight. The graphics are pretty, although the humans look like a slightly different art style. The game seems to get a little easier if you simply kill off two family members, because there's fewer mouths to feed - that's a little weird, because the gameplay is pushing in the opposite direction to the narrative there.

Homunculus by Iluvatar 2023-01-13T16:12:55Z

Beautiful art, a fun (weird) story, and some great audio - no bugs that I noticed. I liked how it didn't tell me exactly what I was meant to do, but I worked out the potions anyway. A very polished entry.

Fallowtide by Jeremy Ryan 2023-01-12T04:17:36Z

Beautiful art! The animations are incredibly satisfying, I love the procedural wheat waving. All of the "juice" in this is excellent. The triangular grid is a very simple thing, but something about it is very satisfying. The ingame text is nicely done, and little things like the highlighted phrases make it feel very polished.

A card game with a geometric component to fitting together hands is a nice idea. A simple idea with a lot of depth, and potential for more. I like games that do "solve this puzzle as well as you can" without just gating progress on getting the correct solution. This sits nicely on the line between puzzle and management.

An incredibly impressive feat in the time! Especially for a compo entry! And built in PyGame too!

Cute Baby Animal Organ Harvesting Simulator by TheOtherSamP 2023-01-10T14:08:23Z

@zonoxx Six coffees and one paracetamol. I'm glad you enjoyed the madness!

Cute Baby Animal Organ Harvesting Simulator by TheOtherSamP 2023-01-10T14:10:00Z

@alex-de-la-cour I had the cute retro music overlaid by a chorus of unending screams looping in my ear for about five hours straight during development yesterday. Weirdly, it actually didn't get old - but perhaps the mental impact explains the final product.

Cute Baby Animal Organ Harvesting Simulator by TheOtherSamP 2023-01-11T01:55:39Z

@tessahardin Thanks! Yeah, that's very fair feedback. We originally intended to have individual organs as well as the blood. I actually did have a version of that implemented, but it didn't feel great and it would have taken quite a lot of tuning to get right. As soon as we got the blood physics in, that was instantly more fun than the organs, so we cut them. If we'd had an extra few hours, squishy bouncy organs would have been in there for sure!

Cute Baby Animal Organ Harvesting Simulator by TheOtherSamP 2023-01-11T16:11:50Z

@epb9000 You don't need "gameplay" if you put "simulator" in the title, everyone knows that - hah.

You're absolutely right of course, this is an objectively bad "game". But it actually wasn't incomplete in that way - that was a design decision we took early on. We didn't have any particularly compelling game design ideas within the first hour, so decided to go all in on the joke. And the joke felt funnier if there was literally zero gameplay.

Cute Baby Animal Organ Harvesting Simulator by TheOtherSamP 2023-01-11T20:24:42Z

@christopher-hedge Hey, it's not my thing either, and I made it! I hope that it works as a two minute joke for some people, but beyond that it's pretty silly and unpleasant! Thanks for taking the time to try it, anyway.

Cute Baby Animal Organ Harvesting Simulator by TheOtherSamP 2023-01-11T21:04:54Z

@nyxkn Incredibly fair feedback, thanks!

Yeah individual organs should definitely be in the game. I actually had that implemented as a prototype, but the feel wasn't quite right and we were running out of time so I stripped them out because the blood was more fun. But squishy bouncy organs (that also spray their own blood particles) would definitely have made it better.

It's interesting that you say that about the title implying more gameplay! We viewed it the other way - "simulator" games often have very little actual gameplay in them, and we were making a joke of that by putting almost zero gameplay in ours. You're completely right though - the "organ" in the title doesn't match the final product we delivered. It was named before the organs were cut from the final version. That's a very good note about us creating a misleading perception there.

I completely agree that adding more mechanics would have made this a better "game". We didn't have any mechanical ideas that felt original or exciting, and we felt that adding standard mediocre gameplay wasn't very interesting, so decided to focus 100% on the "joke" of the game instead. In hindsight, we should have at least had a "blood gathered" counter that ticked up infinitely and gave the player stupid achievements, or something like that.

We embraced the fact that the game is meant to give 30 seconds to 2 minutes of confused fun and then be forgotten until the music and cacophony of screams haunts your dreams.

Cute Baby Animal Organ Harvesting Simulator by TheOtherSamP 2023-01-12T15:55:02Z

@pyspher9 This is great feedback that takes the game far more seriously than we did.

The game doesn't actually measure blood collected in any way, all it does is vanish the particles when they reach the gun. We were going for a joke about Simulator games where basically nothing actually happens, but in hindsight we should have taken the blood collection a little more seriously and associated silly achievements with it - that would have been a better joke.

Yeah the screams are obviously too much, but we weren't anticipating anybody playing for longer than two minutes, so the joke of how grating they are seemed more important than creating a pleasant experience. That said, I had them looping for about five hours during development, and I only went partially insane.

Thanks for playing, we will not be refunding the time you wasted.

Cute Baby Animal Organ Harvesting Simulator by TheOtherSamP 2023-01-12T16:06:41Z

Thanks @jesseww, "interesting" is a tactfully polite adjective for the horrors we unleashed.

We originally intended more gore in the form of individual squishy organs that squirted their own blood everywhere, but with a few hours left they didn't feel as good as the blood so I made the - perhaps wrong - decision to cut them. I wish I'd invested an extra 20 minutes into tuning them to feel good instead.

Rolling heads is a great idea! Still screaming of course, but rolling back and forth with strong directional audio and with exaggerated Doppler effect when the screams pass by the player. Damn, I wish we'd thought of that! That feature will definitely be in the £69.99 120 hour console release of Cute Baby Animal Organ Harvesting Simulator.

Cute Baby Animal Organ Harvesting Simulator by TheOtherSamP 2023-01-14T16:02:35Z

@likirus

> I STRONGLY disagree with the premise of the game

We at the Cute Baby Animal Organ Harvesting Company believe that brutally harvesting the organs of Cute Baby Animals is not only acceptable, but in fact a moral imperative. Every organ allowed to remain inside of a Cute Baby Animal is a brief moment of joy DENIED to a maniacal baby with a vacuum gun. It is our divine mission in life to never allow that to happen ever again.

> Not necessarily my type of humor, but humorous non the less.

Yep, ours neither really! Somehow "What's the worst thing we could do?" won out and this abomination was ripped from the land of nightmares into our poor unfortunate reality.

> A little bit more gameplay and some way to win the game would have been great though.

Yep, absolutely. At the time we were going for a joke about "simulator" games having no actual gameplay, but in hindsight some type of progress indicator with achievements would have been a better joke. I do however stand by it going infinitely with no win condition - I just think it's funny. The game's only designed to provide two minutes of entertainment anyway - once the joke is done, the blood physics is only fun for a minute or so.

> Oh, and there is so much blood, my poor little laptop started lagging … ^.^

Sorry about that! I tested on a fairly weak laptop and it seemed okay, but there're more particles than there needs to be so I should have tuned that down further to optimize. It's just using Unity's inbuilt particles - if this were a more serious release I would build my own system for more speed.

Harvest Space by GreatVV 2023-01-10T07:29:38Z

Well done pulling off multiplayer in the jam! Environment and character modeling are great. It's a fun scramble, but would benefit from additional ways to interact with other players.

Super Hex Harvest by amkingTRP 2023-01-10T11:29:56Z

I spent 15 or 20 minutes on this one, had a lot of fun! The puzzles are great! The art is beautiful, although a little hard to read sometimes. There were a few levels where I frustratingly missed a mushroom or an egg somewhere because the sprites blend into the hedges a little, so a little more contrast may be good. The monochrome look is beautiful though!

The controls feel a little difficult. The combination of the grid based movement and the speed sections resulted in some frustrating situations where I pressed the button a fraction too early or late and messed up the run. I must have been tensely pressing keys fairly hard, because my finger aches a little afterwards and I had to take a break. It would be good to find a way to improve the accessibility somehow.

Overall very fun, one of my favourites so far for sure.

Super Hex Harvest by amkingTRP 2023-01-10T12:29:54Z

@amkingtrp I don't know how well input buffering would work, because helping with early presses would worsen the problem for late presses. That's probably preferable though. Perhaps a visual change that emphasised the correct timing would be a good route? Some type of "pulse" that subtly shows the rhythm, maybe - a clear indication of exactly when it crosses grid square boundaries.

The other related thing that feels slightly off is that it can feel a little unresponsive, because an early press waits a few frames before a visual acknowledgement happens. Perhaps the animation/sprite could respond instantly, even if it's still a few frames before the movement responds.

Harvest of the Gods by jitspoe 2023-01-13T05:04:06Z

I didn't particularly enjoy the game to be honest, as I found the controls very hard and I wasn't able to get into the flow of it. However, this entry is less about the quality of the game and more about the AI experiment, which is very interesting!

The initial Harvest of the Gods pitch that ChatGPT came up with is surprisingly decent. Using it for code and actual development clearly isn't productive right now, but using it to generate ideas seems actually interesting. If you had been more selective about taking its good ideas and rejecting the bad (like the controls) then it could be useful as a creative partner of sorts. Much like with the code, everything it outputs needs to be checked by an experienced designer, but it's a decent brainstorming tool!

Overall a very interesting entry!

Dream Harvest by Allan Urique 2023-01-10T14:32:45Z

~~I don't know whether the game is broken or whether I'm being a doofus, but I can't work out how to shoot. I assume I'm meant to aim with the mouse and click? Nothing appears to happen when I do that - although after a few minutes of fiddling about I did notice that I apparently had 3 dreams, so maybe something did happen.~~

I didn't read the description properly, sorry. It works!

The dreams are the white things that appear over the planet, and they have to be clicked to be collected. The gun unlocks after the first objective, which is 10 dreams.

Dream Harvest by Allan Urique 2023-01-10T14:46:25Z

This is fun, and I like the Dyson Sphere theme. Unfortunately, I'm finding the dreams quite tedious to collect compared to the shooting. Perhaps I'm still slow after Ludum Dare's lack of sleep, but I'm often getting to them a split second too late. That's probably just my poor twitch/shooter gaming skills!

I think I've encountered a bug. I've achieved the numbers for the second objective, but it hasn't acknowledged that I've competed it.

Visuals are very pretty!

Dream Harvest by Allan Urique 2023-01-10T14:47:43Z

@lookleftstudio I had that problem. You have to complete the first dreams objective, then the gun unlocks. It does say that in the description, but it's a bit hidden. The dreams objective is clicking on 10 dreams - the white things that appear briefly over the planet.

Drake's Fortune by chompdev 2023-01-15T12:20:08Z

Some aspects (graphics, controls, audio) are obviously quite crude, but I had a surprising amount of fun with it nonetheless. Physics playgrounds are always fun.

I never used the breath because the fireball is OP. However, the fireball sometimes felt a bit weird because of the cooldown - it's not clear when it's ready, and if we click too soon nothing happens, which feels slightly broken. Perhaps some type of visible cooldown timer would have helped with this.

Super Plantoid by dans17 2023-01-12T06:59:03Z

Really beautiful! A very competent platformer implementation with catchy music.

7 days to harvest by fallcresthero 2023-01-10T06:59:47Z

Fun concept! Music and sounds effects are good, and the character art looks great.

I did have a little trouble with the controls, occasionally finding it veering off in an unexpected direction. I expect that was user error, but the game isn't very forgiving of it. The way it moves in sudden bursts makes it quite hard. It would be nice if the controls were more generous about interpreting user intent.

Click On Fish by Pomo 2023-01-11T19:43:49Z

A fun idea that I'm truly awful at playing - an evolution on spot the difference. I feel like I would have enjoyed it more if it had a different theme - killing the fish felt unreasobly mean. I realise that that's ridiculously hypocritical if you look at my game.

The voice lines were unexpected and very funny! Art is simple but well done.

Farm Flow by Szivacs 2023-01-10T14:04:38Z

Really nice idea! I don't know whether this puzzle design is original, but I've not seen it before and I really like it. Great theme adherence, too!

Sometimes it gets a little frustrating when there isn't a clear way forward. I can't tell if it was hard, or if I'm just bad at it. I expect that carefully balancing which "pieces" get generated at what times could lead to a little more fun, but I had a great time with this.

Wheat Master by nyxkn 2023-01-11T13:02:57Z

Lovely execution of a clicker game. I wish I didn't find these as addictive as I do.

You asked for harsh criticism, so:

One thing that did annoy me is that the auto functions prevent manual planting/harvesting. It gets quite annoying when clicking on a wheat at the exact moment it decides to auto harvest, so the click does nothing. That just doesn't feel good, and I don't see why we shouldn't be allowed to manually harvest that tile anyway.

Harvesting and replanting is effectively a single action - I just double clicked. Seeing as it's effectively one action, harvesting may as well auto plant so it only takes a single click. That would be easier on the fingers for accessibility, and wouldn't change the nature of the game at all.

Overall, a good entry. Clickers aren't original, but this was nicely implemented and fits the theme.

Wheat Master by nyxkn 2023-01-11T13:07:32Z

Some kind of click-and-drag mode for multiple harvesting/planting might be a nice unlockable.

Wheat Master by nyxkn 2023-01-11T15:43:03Z

@nyxkn I'm glad the feedback was well recieved. A few follow up points:

I found that the annoyance of the auto harvesting blocking the interaction actually got worse as I upgraded the autoharvester, because it became more likely that it would jump into the wheat I was about to click. It's probably bad that the upgrade punishes the player in that way.

I like the idea that click and drag could be a multi step upgrade path - increase the maximum size of the dragged area. Another way to do something similar would be to have a big "brush" so that a single click hits a larger area.

Discovering the double click strategy is a small nice thing, but I worked that out within the first 30 seconds then played for 10+ minutes, so it wasn't a significant part of the experience. It could make the game less accessible or more frustrating to people with mobility issues or who are prone to RSI or similar, so I think personally I'd just have the single click work from the start. The very simple double click strategy discovery moment isn't interesting enough to justify making the game harder to play, IMO. An early unlock could work, but feels like it confuses things more than it adds value.

Wheat Master by nyxkn 2023-01-11T16:02:47Z

Oh, I just remembered a few more thoughts which I forgot to share earlier! Sorry, this is disorganised feedback.

The orange colour that you use for selected tiles is quite similar in value to the green. I believe people with certain common types of colour blindness may have difficulty seeing that. There are online colour blindness simulators you can drop an image into to see how it looks to people with different types of deficiency. It's usually a good idea to try to pick a palette that works for all deficiencies, as about 5% of the population has some deficiency (and 8% of men). Ideally, the game should be readable when viewed in greyscale.

One other thing that I noticed was some slight balance issues. I invested early in automation, and stopped doing too much clicking after five minutes or so. The field size and grow rate upgrades were generally not that useful, because the automation was the speed bottleneck, not the amount of wheat. Even when the automations got very fast, the yield rate is determined by the balance between the plant and harvest rate, not by the field size. So by the end when I completed the game, I had a huge field and far more wheat than the automation could consume.

If you planned for players to keep manually harvesting all the way through, then that's absolutely fine. But usually in clicker games, the automation becomes many orders of magnitude more powerful than manual clicking, which is why I went in with the attitude that I should give up on that early on.

Big Aussie Harvest by Enad96 2023-01-10T07:12:59Z

Fun theme and music. The controls are very floaty and hard to use, but I suppose that's intentional. The aussie stuff is ridiculous but fun. It's not a very close adherence to the "harvest" theme.

The Shameful Harvest by Dom De Re 2023-01-10T08:11:47Z

Great execution! The graphics feel very polished, and the receding fog is lovely. The fog did occasionally feel unfair when it punished me for running forward by only revealing a trap at the very last second. The movement feels good and I think the traps are quite fair, but they're very hard. I found it easier to get through some of the bullet sections by repeatedly trying to jump randomly than by trying to carefully dodge, which I failed at. The dialogue is fun, and adds to the polished feeling. It's a little tenuous with the theme of harvest.

Fields of Fire by Mololo 2023-01-09T21:48:01Z

Fun in the standard TD way, but I rather effortlessly become overpowered by unthinkingly buying things at the start and then it pretty much ran itself.

Aggro-Culture by Ategon 2023-01-12T03:40:55Z

Fun little entry, essentially a tower defense without a predefined path so you have to cover angles and adapt. Seems to run very smoothly, although some content is incomplete. The level of polish is impressive, and it's clear this could be a very solid game given a little more development time. An options menu is always impressive in LD!

It seems quite easy - I haven't managed to come close to losing a round yet.

Art is simple but effective. The banner image is great too! Music is also simple, but quite catchy.

Catchy by danmerey 2023-01-13T15:58:27Z

The art style is absolutely beautiful! I would have liked slightly more contrast to make the wind and fish a little easier to see, but overall very nice. The game is quite relaxing to play, although I think that aspect of the experience would be improved a lot by audio.

The wind/sailing mechanic is neat. I liked the slight puzzle element of following the wind, although it never felt that interesting because I always felt like I was sailing aimlessly. I didn't have a sense of where I should go, so I simply wandered about. I didn't catch every fish type, because after a while the gameplay started to feel quite samey. There's a strong core here, and if the game had given me a little more motivation ("There's been a goldfish sighting off the coast of Gilligan's Island"), it would have held my attention much better. Navigation and movement would be more interesting if I had specific destinations to reach / problems to solve. Perhaps tides and currents would add another interesting layer.

With audio and a little more to do this could be a very relaxing cooldown game. A very impressive effort!

Catchy by danmerey 2023-01-13T16:21:11Z

@tpunisher33 Yes everything you said is 100% doable in Unity. I would almost never use physics for a player character, you will always get better results by handcoding it because you have superior control, and a decent controller can often come in comfortably below 100 lines, maybe below 50 - they're often surprisingly simple. Ray/collider casts can easily handle the collisions, although I have a bad habit of writing my own collision code from scratch for these things.

Danger in the Potager by Odey 2023-01-10T07:50:00Z

Great art, and surprisingly fun for such a simple game! I enjoyed playing for 10 minutes or so, but unfortunately I'm bad and didn't make it to the ending. Music is very catchy!

Combine Harv-racer by procrasteroid 2023-01-13T05:40:55Z

A really lovely execution! The flowers growing back in the trail was a particularly good touch. Technical execution feels very solid, and the art is beautiful.

A couple of small critiques: I had a very hard time seeing the bends coming ahead of time, so I crashed every other corner until I'd been around a few times and learned the track. It would have been nice to have either a visual indication that bends were coming, or perhaps a different camera setup that let me look further forward so I had more time to react. It's not possible to pick a sensible racing line if we don't know which way the next bend will go.

The other small issue is that the cows have low contrast with the wheat, making them fairly hard to notice at speed. It would be good if they stood out more.

Well done though, this feels very technically polished.

Jumping Bean Harvester by therealjtgill 2023-01-12T03:26:52Z

Seems a little more like a tech demo than a game, but a good one. The physics engine seems to hold up well as far as I can tell. Nice work getting that done in the time!

Nesting by HypernoodleJon 2023-01-15T13:34:33Z

This is a cute little game! The wind flap sounds are simple but very soothing. You made Flappy Bird less stressful.

On its own it's very easy - perhaps too easy. But going back and trying to get a higher score helps, because then we can't avoid the harder to reach twigs. Perhaps it would have been nice if the later levels had made some of those platforming challenges mandatory.

Human Harvest by Gregormack 2023-01-14T07:24:11Z

Fun little game that held my attention for 15 minutes - I got most of the way through the upgrades. The buildings are maybe a little overpowered? My strategy was to always simply harvest four buildings then fly up, so I wasn't really interacting with the people on the ground.

There are different types of people (and cows) and the game seems to count them separately, but it's not obvious to me if they have any gameplay differences. Are they worth different numbers of points?

The art is pretty. I love the little squishy feeling human animations, and those backdrop mountains are beautiful. The menu also looks very nice, although the visual style of the menu feels strangely different from the style of the gameplay.

Vermin Attack by stevepixelface 2023-01-11T12:04:39Z

Incredibly simple gameplay, yet somehow addictively fun! I wish it went a little longer, I was in a good rhythm when I got to 100 and would have liked to keep going.

The instructions were slightly unclear. At first I thought that I lost lives if a rat came up underneath me and bit my feet, and didn't realise that I lost them for missing one. Once I worked it out, it clicked very comfortably.

Graphics and music are cute. Simple and effective, although not very tied to the Harvest theme.

I wish there was a highscore mode that kept ramping up infinitely.

Vermin Attack by stevepixelface 2023-01-11T12:06:46Z

I wonder whether a version of this would work as a rhythm game. Part of me wanted the thwacking to sync with the music, but maybe that would hurt the rhythm of the gameplay. Perhaps the music could adapt to match the rhythm of the thwacks.

Gummy Gobs by Kirsten-Lee 2023-01-10T07:57:53Z

Completely crazy concept, executed very well. Surprisingly hard - I had quite a lot of trouble avoiding the tears. Sometimes when I got hit it felt a little unfair, there wasn't always anywhere to escape to. The wobbly physics of the chainsaw is fun, and the art is great!

Deep Harvest VII by Bloodfin 2023-01-12T05:03:03Z

Very impressive! This feels very filmic. Voice acting is great, and the writing feels very natural - not the cheesy writing you often see in indie games. It's not often a LD game gets me genuinely intrigued by the story! The atmosphere is perfect. The first 5/5 I've given for mood.

This reminded me a lot of Firewatch, in a good way - simple gameplay with a story playing out naturally, with characters that feel real. I would genuinely love to see this expanded to a full project!