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therealjtgill

Games

YearLDThemeGameDivisionRankOvFuInThGrHu
202352HarvestJumping Bean Harvesterjam7562.792.713.103.192.452.53

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Comments by therealjtgill

LD52 — Harvest

Underworld Management by mactinite 2023-01-17T17:07:13Z

I am writing this review with two waves remaining, knowing fully well that my demons, sentry towers, and extensive brambles will keep my crystal safe!

Things I liked

1. Visual appeal - fantastic. Colors work really well together, art is great, animations are pleasing and juicy 2. Gameplay appeal - I've completely destroyed any chance the enemy waves have of destroying my crystal. There are probably four dozen sentry towers surrounding a mass of brambles that are lovingly embraced by brimstone walls. I love the idea of allowing my defense to automatically kill everything nearby without my intervention 3. TOWER DEFENSE! 4. Pathfinding! You incorporated path finding into the enemy AI, which is no small feat!

Things I noticed

1. The enemies *only* attack the center crystal, which is totally ok, but it widens the variety of dominant strategies for the player (makes the game a little too easy)

Thank you so much for the game, this is one that I'd play into infinity - it reminds me *very* strongly of Stick Wars!

ld52_underworld_management.PNG

Harvester 008 by Lintfordpickle 2023-01-15T16:10:35Z

Hello fellow physics engine developer! This is a very polished demo of a solid 2D physics engine. I was only able to feed five cities before I completely totaled my harvester. I might have lost my job, but I can hold my head high knowing that I was able to do some good for these virtual people in need.

Things I liked

1. The graphics were solid - very nice texturing and overall color scheme. The harvester popped out nicely from the city background 2. Contacts, collisions, forces and torques were all handled very well 3. The gameplay loop and mechanics took some getting used to, but could very possibly be mastered with time. This level might make a good candidate for speed runners (at least I'd like to see someone speed run it!) 4. The damage mechanic is a very nice addition!

Things I noticed

1. The controls are very quirky and will probably take a bit of adjustment for most people. What you've implemented is called a "rate controller" - input from the user directly commands body rates and thrust forces. I'd recommend looking into letting the user control the orientation angle of the harvester directly using a PD (proportional/derivative) controller. The idea is that hitting `A` or `D` would command the harvester to some hard-coded angles (e.g. 25 degrees to the right or 25 degrees to the left), and when neither `A` nor `D` are pressed the harvester's orientation angle is set to zero degrees. The control flow would look like this:

``` user input --> orientation angle command --> PD --> angular velocity command --> PD --> torque command ```

This is known as a 'cascaded PID controller' where the output of one PID controller is used as the setpoint of another PID controller.

If you want to talk more about these ideas, please feel free to ping me through Discord (link in LD profile).

This is a stunning demo, and I hope you're able to use it in later game jams!

Agricultural Express by DeathBySnail 2023-01-12T18:30:56Z

Man I wish I could retire from harvesting tomatoes on my train. Seriously, this was a nice reprieve from the platformers, shooters, and other high intensity games submitted in this jam. I love the idea that you'll get to the win just as long as you pay a little attention.

Things I liked

1. The low-poly graphics were used consistently and added a nice feel to the game 2. The audio was soothing and unobtrusive, especially the background sound and the noises from the locomotive 3. There was just enough time between stops to make collecting money from my free tomatoes viable 4. The motion of the train was nice and relaxing to watch 5. The scroll mechanic to get between the cars was a good idea 6. "Fuuuel up!"

Things I noticed

1. On the web build I sometimes noticed that the skybox would get kinda staticky, that might just be a webGL thing though 2. Some of the scenery doesn't touch the ground 3. When I want to buy a new carriage, I have to click the "Buy Carriage --> Buy" button, which is no big deal. But if I wanted to buy... like... 20 carriages (don't judge how I played) I'd have to repeat that "Click Buy Carriage --> Move Mouse --> Click Buy button" every time

This game was a pleasure to experience, thank you!

P.S. I left the end-game screen running while I was writing the review:

ld52_agriculture_express.PNG

Hey can you go harvest those cave mushrooms for me, thanks by Flatgub 2023-01-17T16:37:14Z

I want to get farther - how do you use a flare?? I can open the backpack, grab a flare, but how do I use it? Do I have to wander around until there's an action for me to use it? I'll hold off on reviewing until I hear back!

Dew Drop by Kevin Barrios 2023-01-13T17:50:18Z

Things I liked

1. The graphics and animations were great 2. The background music was just the right touch 3. The core gameplay concept is very engaging

Things I noticed

1. After accumulating 12 dew drops I could buy any ant I wanted for zero price 2. After about 8 - 12 harvesters the queen --> aphid --> queen animation cycle stopped working and the harvesters just started walking in straight lines to the queen over and over 3. The hunters didn't seem to do much - they'd attack the AI players, but wouldn't do much with them?

Overall, I'd be very interested to play the full and fixed version of this game. It has a ton of potential, please keep making progress!

Harvester by Nathan Varughese 2023-01-17T16:27:49Z

First of all, congratulations on building a game without an engine! This is a straight-forward "all thriller no filler" game.

Things I liked

1. The gameplay was straight forward - grab the tomatoes, don't get killed by the devil, also harvesters will murder you so avoid them as well 2. The character art was crisp and clear

Things I noticed

1. You've packaged the *.sln file and source code with the game - I'm not sure if this is intentional, but you could've probably just packaged the `bin` folder. If you build this into an engine you probably won't want to distribute your source code with your builds :wink: 2. The `debug` build is in the package - Again, I'm not sure if this is intentional. Typically the `release` build is shipped to users. `debug` builds typically run more slowly due to the presence of debug symbols and bounds checking (at least in C/C++ this is the case). This isn't an issue for this game, but it's something to consider for the next one! 3. I had to install .NET 6.0.0, which isn't a big deal

This is a commendable effort, congrats on submitting, and thank you for the fun game!

Cute Baby Animal Organ Harvesting Simulator by TheOtherSamP 2023-01-12T04:56:34Z

My play-through may have ended, but the screams. The screams will stay with me. I had a hard time trying to find out how to bounce to the right places, but it was fun overall!

The background music is fantastic, it has a nice sardonic fit with the rest of the game's tone XD

Bogged by InfinitySamurai 2023-01-12T21:58:19Z

This is one of my favorite compo games for this LD. I wasn't able to get a score as high as other players, but dang was it fun.

Things I liked

1. The physics was great! 2. The rope has inertia that makes it harder to swim with, but it also has colliders! 3. I loved being able to swim around the rocks in weird shapes and still be able to cinch in the rope to bring cranberries to the bucket, it was extremely satisfying 4. The cranberry colliders worked naturally with the rope colliders! - A couple time I was able to "squeeze" cranberries towards the bucket by "pinching" sections of the rope together 5. There is a strong element of emergent gameplay here, which is amazing 6. You can save the spiders to get more time! :cry:

Things I noticed

1. For the sake of saying something, the background is tiled.

This game is fantastic, I very much enjoyed playing it!

Harveeps by Raivk 2023-01-11T15:35:03Z

Ok ok ok ok ok. So I played the game the first time, and I was kinda confused. "Harveep and hafpeep, idk what's going on I'm just gonna click on stuff."

After the first play through I understood what was going on and decided to play it through one more time.

That being said, there is a ton of richness in this game.

Game theoretic stuff I noticed

This game is strongly amenable to game theoretic analysis. I didn't play big enough to try and get a bonus, but my general strategy was just to kill as many angreeps as possible. Angreeps are the *only* thing that end the game for you, and as long as you're killing Angreeps, you're able to collect points.

On my first play-through I noticed that getting big fat slabs of lines was 100% not worth it. It leaves way too many spawn points open for Angreeps as you build up the chunk. So my second approach was this:

1. On a Happeep-only screen, pick a block that can be placed wholly inside *one* 3x3 square that grabs as many Happeeps as possible 2. On subsequent plays, use new blocks as efficiently as possible to clear out the 3x3 square that was adulterated in step 1 - If you can collect during Happeeps during this time, then great, if not, then no worries. The idea is to get rid of places where Angreeps can spawn 3. Once the entire map is clear of crop circles, go back to step #1.

In most cases (I didn't do the math) it seems like it's most advantageous to only work on clearing out your 3x3 square. E.g. don't use a cheeky final piece to clear out the 3x3 square **and** capture nearby Happeeps - it's nearly never worth it. If you clear out the 3x3 without touching other squares.

ld52_harveeps2.PNG

Like in this picture. I've got one Angreep in the bottom-left 3x3 cell. Instead of trying to "build" a crop circle toward the nearest Happeep, I'm just going to clear out the bottom-left 3x3 cell.

ld52_harveeps3.PNG

Now that the bottom-left 3x3 cell is cleared out, I'm free to grab as many Happeeps as I can by adding a crop circle to one 3x3 cell.

Other things I liked

1. This game is fantastically feature complete and blessedly free of bugs 2. The pixel art is very very nice 3. The audio is just what I'd expect from this kind of game - not too fast, not too slow, but set at a steady pace that doesn't induce anxiety 4. The effects from little things like rotating blocks or the Angreeps throwing things at the health bar is endearing and shows how much care and effort went into making this game

I am extremely proud of this score, I wonder if anyone else had any different strategies?

ld52_harveeps.PNG

Harveeps by Raivk 2023-01-13T14:31:55Z

THIS GAME NEEDS MORE RATINGS

Harveeps by Raivk 2023-01-14T00:37:54Z

@kevin-barrios :heart:

Harveeps by Raivk 2023-01-28T20:03:50Z

Congrats Harveeps peeps!

Harvest of the Gods by jitspoe 2023-01-12T14:09:10Z

An interesting take on the theme! Overall I think this was an interesting experiment. What would be really interesting is to use LD as a social experiment over multiple jams to find out the public's interest in AI-generated art. I guess in the next jam you'll have to use AI art and not tell anyone until after the ratings are finished ;)

Things I liked:

1. Straight-forward gameplay 2. Art style was pretty cool 3. Wide open map 4. Goddamnit those souls are hard to grab sometimes!

Things I noticed

1. I had a hard time getting my character to point the direction I wanted; pressing and holding one of the direction keys doesn't make the character go *that* direction, it just kinda turns the character 2. Couldn't find a way to regain health?

Graphics

The art seemed like it was fine on its own, like as individual pieces. Mixed resolutions during gameplay looks a little weird for me. Maybe next time prompt it for pixel-art versions? Having extremely detailed drawings with strong shading is... weird... in cases where character models can change their orientation. The effect is that the models are exempt from the environment lighting, which makes them look like they're cut out of a magazine.

Thanks for the game, I had a fun time playing!

Goblo The Harvester by Tricky_Fat_Cat 2023-01-10T21:28:29Z

Every day I'm gobblin'.

Things I liked:

- The graphics are *spectacular* - The game feel is very consistent between assets and audio - Running around the world and collecting coins is satisfying (after figuring out the tank controls) - I never felt confused about where I could or could not go in the map - there was a very intuitive feel to the design of the level I (partially) played

Things I noticed:

The first level is big. Like, really big. Like overwhelmingly big. Big to the point where, as one person participating in a game jam, it feels like I'm going to be incapable of rating the game because I won't be able to play it through to the end. I don't know about other players here, but my expectations for game jam games is that they can be played through in less than 15 or 20 minutes. A mini map or hint arrows for objectives would streamline the player experience significantly.

Thank you for the view!

ld52_gobol.PNG

Super Plantoid by dans17 2023-01-12T14:20:55Z

This review is based 15% off of my gameplay and 85% off of @jitspoe 's gameplay, more on that later.

Things I liked

1. The visuals are fantastic 2. The audio is amazing (the jump sound is sooo cute) 3. I 100% took the animations for granted because they looked so good 4. Enemies don't immediately take away your life points, which gives you an opportunity to get away from them

Things I noticed

1. I couldn't interact with anything! `j` and `z` wouldn't pick stuff up from the interactive areas and I died when I encountered the first enemy! If I'm doing something wrong please let me know, I'd really like to play this game through for myself (this is why the review is based mostly on a stream)

Please let me know if there's something I should be doing differently!

Barvest: The Iconic Bug Harvest of 2005 by picross 2023-01-13T16:08:56Z

This game is incredible. Simply marvelous. This was the first game I played where I felt a strong sense of empathy for the character.

Things I liked

1. Retro style graphics - very cool, definitely enhanced the feel of the game 2. Music - the background music was excellent, it had a playful feel that paired well with the visual style of the game 3. Audio - the sound effects were just *chef's kiss*. The *chomp* when a bug gets eaten is my favorite, next to the jump sound 4. Animations - inverse kinematics on a spider? Insanity! 5. Game play - the mechanics were all very well synced with the game's theme. The jumping spider jumps very high, shoots a web, and swings from swing points! Not to mention that this is a huge number of mechanics to fit into a game jam game, they all felt pretty polished and complete.

Things I noticed

1. Maybe I was doing something wrong, but sometimes I'd start wrapping up a bug and I'd get teleported back to the last flag I captured? 2. I couldn't climb up some of the inclines on the platforms, so I had to jump over them, which was a little weird 3. The spider has a hard time climbing up walls ;)

I would certainly pay for this game. Thank you for sharing!

Cat Crop Collector by Riesyeti 2023-01-10T20:51:39Z

``

In a post-apocalyptic world where zomboid kitten-human hybrids and kitten-plantoid mutations reign free, one hero is tasked with collecting cat plants and depositing them into a bucket. Sixteen plants? Check. Two reloads? No problem. Horticultural prowess? Everywhere.

``

Things I liked

This was a fun game to play. The controls were buttery smooth and I very much like the idea of extinguishing enemies out of existence with an aerosol can. One thing that's worth mentioning is that this is the most moody/atmospheric (or should I say cat-mospheric?) game I've seen so far. One of the zombie cats scared the crap out of me after sneaking soundlessly up on my six.

Things I noticed

1. The zombies didn't really seem like a threat - they don't move fast enough to be a problem, and if they clump together I can kill multiple of them with one spray 2. The walls in the map don't have colliders on them - I didn't try it, but I wonder if it would be possible to hide from the zombies in there? 3. Two reloads is more than enough to kill all of the zombies that pose a threat

Overall I enjoyed playing it, thank you for making it and I'm looking forward to your future submissions!

Hartifacts by lisyarus 2023-01-11T21:14:25Z

Ok, so this is a great game. Even more great given that levels can be configured as part of png files. And greater still since this is a *compo* game. Also, awesome work using a custom engine!

Like @danmerey mentioned above, Level 7 stumped me a bit before I, you know, figured out [no spoilers].

I love the low-poly art style, and I especially love the seamless interaction the user has with the hexagonal grid tiles. I have an intense appreciation for the number of models that needed to be made for the different road types, and the system that detects the orientation for tiles-to-be-placed.

The animation of the truck from the artifacts to the main city was nicely executed. It added a good dose of game feel. It's also cool that the trucks speed up if another artifact is captured while one truck is still driving!

The only thing this game could've used was a small hint at how to use the mouse. It took me a second to realize that I needed to click and drag from the main building to create roads (I thought I had to click and place).

[FINALLY](///raw/a43/d4/z/562b9.png)

From trying out the custom map maker - is there a color I can use to specify the orientation of the artifacts? I made this map, but I don't think I'll ever be able to reach the artifact lol.

ld52_hartifacts2.PNG

4 Souls 2 Reap by Kepsert 2023-01-10T01:43:56Z

Overall I thought this game had a fantastic feel, a compelling game loop, engaging animations, and unobtrusive but mood-enhancing music. I gotta say the gameplay wasn't completely for me. Platformers are not my forte, I don't normally enjoy them. But that being said, I ended up playing for quite a while (got to the point where I unlocked double jump and had to quit because oh my god this is not my wheelhouse). I gave the game an overall 9/10!

Things I liked:

1. Skill evaluation levels instead of explicit tutorials

2. The music is fantastic

3. I took the animations and pixel art for granted because of how amazing they are

4. Even though some of the levels are difficult, the ability to replay them without penalty is fantastic (especially for someone like me who suuuuucks at platformers)

5. I could very easily see this as being a "share the controller" kind of game

6. Attention to small details - e.g. a thrown scythe won't fly through a wall

Things I noticed:

1. Pernicious difficulty

2. The keyboard keys are all grouped together on the left hand, which makes it difficult to complete some combos. I found myself fat-fingering the controls more than a few times. But the good news is that with the left hand being responsible for the controls I was able to keep a stress ball in my right hand the entire time.

3. It's hard to get a read on the fallen angel archers, e.g. it's a little hard to find a visual queue when they're getting ready to shoot at you

4. "I swear to Christ I wasn't touching that spike why the hell did I die"

5. Souls are reaped just by being... near... them... it'd be cool if there was kind of a boss battle, but this is a 3-day game and I understand that boss battles require a ton of supporting infrastructure (AI, boss attacks, health bars, much more complexity than can be expected for a LD)

Combine Harvester: Time Attack! by Christian Zommerfelds 2023-01-11T14:43:43Z

This is my favorite game I've played. It simultaneously excites my intense desires for micromanagement and optimization, while also forgiving my shortcomings at keyboard control by allowing multiple play-throughs. I consider the attached screenshot worthy of putting on a resume, as it is one of my proudest achievements.

But seriously, the mechanics are fantastic. The driving is super intuitive once you get used to the top-down feel, and I **LOVED** the dual-harvester mechanic starting on level 3. I loved seeing my old actions play through in parallel. Thank you for the fun game!

ld52_combine_harvester.PNG

Branch Out by svemir 2023-01-12T14:44:38Z

I am bad at this game. For 70% of it I was a slender tendril of desperation clinging to life with one or two pixels at the top of the screen. I thought I'd figured out early that I could just use outer branches to protect the inner branches from moles without having to fire off my energy blast, but that was soooo wrong.

Things I liked

1. This gameplay is unique! It's kind of like an inverted missile defense, but, somehow, much more challenging! 2. Being able to control multiple roots by switching through them was a super interesting mechanic 3. There was a very clear game loop

Things I noticed

1. Moles could kill me if they were above the screen (maybe I needed to zoom out a bit?) 2. I didn't really get the hang of the fact that the 'leaf' icon was just as important as the water pools until the very end, but it makes sense!

This game was very intense for me, and I enjoyed it!

Harvester by Noobman64 2023-01-12T03:03:02Z

I got kinda stuck on the second level, I wasn't sure what buttons to press to move on? I see other people saying there were two endings, I'm sad I missed them!

Plot Luck by Ani 2023-01-13T15:04:50Z

I think this is one of the most original game ideas I've seen for this theme. I gotta be honest, slot machine style games are *not* my thing. But this game's endearing art style, audio, and gameplay kept me around longer than I'd normally be.

Things I liked

1. The graphics were really nice to look at; "inviting" is probably the best word 2. The audio cues really hit that reward center of the brain 3. Being able to manually turn the spinners is really what kept me playing. It's nice to at least feel like you have a little bit of control in the game's outcome

Things I noticed

1. There's really no negatives to this game. After a while I decided to spin the wheels until my money ran out just to see what would happen.

This is probably an excellent candidate for a free mobile game with paid extension packs or themes. Even in its game jam state it's extremely polished and engaging. Thank you!

Damn Rats - LD52 by mr_lazy 2023-01-15T00:46:27Z

This was a short, chuckle-worthy, whack-a-mole-style game.

Things I liked

1. The graphics were pretty good - the 3d models, colors, and shading all looked really nice 2. The connection of the 'whack' sound effect with the whacking motion was well executed

Things I noticed

1. It was hard to click sometimes, maybe because I'm on a laptop playing through the browser? It would be nice if 'space' was supported as an alternative to left-mouse button 2. If I whacked a spot with multiple rats on top of each other, only one rat would disappear 3. I died pretty early because I couldn't whack the rats quickly enough - I would have liked to play longer

Thank you for sharing!

Vegan Zombie Crop Apocalypse : Plant Defense Edition by Divyansh 2023-01-10T20:39:49Z

"Get away from Betsy, ya damn vegans!"

There are a ton of things to like about this game, silliness being chief among them. Betsy, a cube-making wife, stands resolutely in the center of the initial spawn location demanding vegetables from her husband, unnamed. The husband is tasked with facing down zombies of rabbit-level benignness to bring sustenance to his ailing wife. The real enemy in this game is the goddamned bucket. Click on a veggie to pick it up? Nope, you clicked on the bucket. You set the bucket down slightly askew? Now the bucket's lying down forever, and Betsy's doomed to shuffle off of her mortal coil and meet St. Peter emaciated and agitated.

These are the things I Liked:

1. The graphics are fantastic. That being said, the spawn cube seemed kinda out of place. 2. The voice prompts were hilarious, I'll admit to playing a few times just to make sure I'd heard all of the quips. 3. The simple instructions at the beginning of the game 4. The zombie animations are fantastic - I've never been able to convincingly rig up an asset, these were awesome 5. The lighting and general *ambiance* was so complete it was difficult to remember that this is a game jam game

There are a few kinda weird gameplay things I noticed:

1. I didn't venture much farther than the pumpkins because I wouldn't have had enough time to get back and save Betsy 2. After the second play-through I got the feeling that failure is a given and the real fun is had from messing around in the level 3. Would it make more sense for Betsy to start dying after I left the cube? To give me a chance to read the instructions?

Thank you for the game, I'm looking forward to seeing what else you make!

Jumping Bean Harvester by therealjtgill 2023-01-10T02:58:31Z

@grisha Thanks for the encouragement! I was trying to get emscripten working just before the jam started but couldn't push past the compile errors in time. I'll work on getting a web build for next time though!

Jumping Bean Harvester by therealjtgill 2023-01-11T19:19:56Z

@lisyarus Thank you for the thorough feedback! I'll respond to your points separately.

RE: dll's - Yes, my CMake setup ends up making a bunch of SO files (or dll's on Windows). It's an older setup that definitely needs an overhaul.

RE: Dear ImGui - It was a choice made out of... availability. The renderer and GUI are tools meant more for debugging than visual polish. Although I really think shadow maps would make things pop...

RE: Jitter - I'm using GJK, EPA, and Sutherland-Hodgman for collision detection and resolution. Currently all rigid bodies are treated as convex polyhedral meshes, but yes, support functions can certainly be created for non-polyhedra. The main benefit would be a performance boost from not having to iterate through faces and vertices to find support points. With the current formulation contact points and constraint impulses are pretty stable, the car jitter comes from how the motor constraint for the two drive wheels is set up. This can absolutely be addressed in future demos!

RE: Getting stuck - Press `m` to reset the car ;)

Thank you again for your feedback, this is extremely valuable and I look forward to playing your game!

Jumping Bean Harvester by therealjtgill 2023-01-12T18:36:27Z

The Mac build is broken - I'm going to take down the link until it's fixed.

Jumping Bean Harvester by therealjtgill 2023-01-13T12:56:16Z

@picross Thank you for playing! Yes, the physics engine was in a solid working state before the jam started. The one major addition I added was the ability to raycast into the scene. I also added a couple of 'getters' to the existing API, but those were no biggie. The physics API is one that I've made up, but if you stand 20ft away from it and squint your eyes it might look like Unity's physics API?

@harmofish Thank you so much!

Jumping Bean Harvester by therealjtgill 2023-01-14T00:22:08Z

@kevin-barrios Thank you for trying it out!

Jumping Bean Harvester by therealjtgill 2023-01-14T15:08:04Z

@lintfordpickle Thank you for the feedback! The tires are polyhedral approximations with flat faces on the sides, so those micro movements are the result of the wheels transitioning from face --> edge --> face --> edge contact with the floor. I've got an update pending that allows GJK and EPA to support implicit surfaces in addition to convex meshes, so camera jitter is on the list for fixes! I'm looking forward to playing your game as well!

Jumping Bean Harvester by therealjtgill 2023-01-15T15:43:48Z

@malibaturhan Thank you for trying it out!

Jumping Bean Harvester by therealjtgill 2023-01-15T15:44:24Z

@xparker That's what nearly all of my attempts end with - hanging off the edge going "ah shit shit shit I don't want to lose my bean"

Jumping Bean Harvester by therealjtgill 2023-01-17T16:06:53Z

@chrispy977

Thank you for playing! Yes, the "harvester's" turn radius is pretty big and the beans are definitely difficult to pick up; improving the mechanics is a high priority for the next game jam. Thank you for the encouragement, and I look forward to the next jam!

Jumping Bean Harvester by therealjtgill 2023-01-17T16:07:58Z

@noobman64

Yes, you nailed it! There's a hinge-like suspension in all of the wheels - I couldn't implement the prismatic joint in time, otherwise the suspension would've felt much more familiar. Thank you so much for playing!

Jumping Bean Harvester by therealjtgill 2023-01-17T16:08:50Z

@riesyeti Thank you so much! Mechanics related to interacting with bodies in the physics engine are a high priority for the next game jam, thank you for the feedback!

Jumping Bean Harvester by therealjtgill 2023-01-17T16:09:36Z

@raivk Thank you so much! Best of luck with Harveeps!

Jumping Bean Harvester by therealjtgill 2023-01-17T16:12:22Z

@christian-zommerfelds

Thank you! Ah yes, the jumping beans spawn randomly within the map area at the start of the game... and sometimes they drop straight in the bucket. What would you think of turning the trunk of the car into a bucket that can be raised and lowered (like a garbage truck)?

Jumping Bean Harvester by therealjtgill 2023-01-17T16:13:27Z

@yahel-dooley

Thank you for playing, and apologies for the frustration the gameplay caused! Addressing the gameplay mechanics is a core focus for the next game jam and I very much appreciate your feedback!

Jumping Bean Harvester by therealjtgill 2023-01-17T16:13:45Z

@mactinite Thank you!

Jumping Bean Harvester by therealjtgill 2023-01-17T16:16:46Z

@fancyreckless

Thank you for playing! The core focus of the next jam is going to be converting difficulty into fun. I'm glad you like the resizable window, I'll consider it for the next game!

Jumping Bean Harvester by therealjtgill 2023-01-17T16:17:22Z

@nathan-varughese Thank you for playing!

Jumping Bean Harvester by therealjtgill 2023-01-17T16:17:52Z

@flatgub Thank you for your kind words!

The Great Harvest of souls by The Erebus 2023-01-10T20:21:10Z

Here are the neat things that I noticed about this game:

1. The NPC movement seems to be procedural, which is awesome 1. The pixel art seems like it allows for interchangeable elements between characters 1. You have to be careful swinging your scythe, it has a damage radius and can harm non-target characters 1. The speed of the reaper relative to the characters is sufficient to keep the game engaging 1. It captures the theme of the game jam succinctly! 1. I really, really appreciate the simplicity of the game - it's intuitive to get up and running and achieve the game's objectives

Things that would have been nice:

1. It would've been really nice to be able to swing the scythe while still moving - the swing animation makes the player become stationary, and the animation takes up a significant portion of the time remaining (~0.5 - 1s), which really eats into the ability to play for longer periods of time

Things that would be cool if there weren't time constraints:

1. It would be super cool if the NPC's had traits like bravery or cowardice, so they'd fight you or run away

All in all this was a fun game to play, and I look forward to seeing your submissions in other game jams!

Farmtown Mowdown by Stevie257 2023-01-13T14:28:18Z

Outstanding! I died on wave #9 trying to jump on top of the combine!

Things I liked

1. Graphics style - amazing blend of low-poly and pixelation, the lighting on the buy station and the combine looks sooo good 2. Audio - extraordinary. From the soundtrack to the little auditory hints - "hey, get off my combine!" - letting you know that a zombie is hitting the combine, everything meshed together extremely well 3. Gameplay - 10/10. The high mouse sensitivity and the speed of the enemies makes this a high-paced, high-action FPS. Being able to barely see the zombies (except their eyes) over the wheat is a nice feature to keep the player's head on a swivel. The mixture of big enemies is challenging enough to make the game interesting and enjoyable

Things I noticed

1. Sometimes I could get kinda hit-boxed into one spot that I couldn't run out of - mostly this happened when I was surrounded by zombies with a green spitballer hitting me from range. Maybe that's a feature? 2. I only really needed two guns: the cooper and the double A. The cooper made waves 4 - 6 passable, and the double A made mincemeat out of the enemies in later levels. I suspect I could've played through to the final wave with just the double A, but I decided to fuck around (and subsequently find out).

I would pay for this game, probably even in its current state. I would pay more if there was a multiplayer component. Thank you for sharing!