That's really nice to hear :-) I'll reach out with a link probably by Friday. Do you have a Discord or a way I can send a DM? Otherwise I can post the link here. I appreciate it!
Maaack
Creator of
Recent community posts
Hi! We've continued working on The Last Host and are looking for playtesters. Specifically, people who would be able to record 5-10 minutes of a playthrough in the next two weeks, for testing out new mechanics. I'm reaching out to a couple of people who reviewed us originally, and have since been still making content. Totally understand if you're busy.
Hi! We've continued working on The Last Host and are looking for playtesters. Specifically, people who would be able to record 5-10 minutes of a playthrough in the next two weeks, for testing out new mechanics. I'm reaching out to a couple of people who reviewed us originally, and have since been still making content. Totally understand if you're busy.
Hi! We've continued working on The Last Host and are looking for playtesters. Specifically, people who would be able to record 5-10 minutes of a playthrough in the next two weeks, for testing out new mechanics. I'm reaching out to a couple of people who reviewed us originally, and have since been still making content. Totally understand if you're busy.
Cute art! Did you make it? I appreciated the in-game tutorial messages, too. Not so much after the first time, but they are a nice touch. Still, the difficulty ramped up quickly for me. I tried ~10x and only made it past the 2nd encounter once. A smoother difficulty curve, a health system, or a checkpoint system would have helped me progress.
Congrats on your first jam submission. Playable web builds help with getting more players and feedback.
A giant mouse landed on my head, and I couldn't get him off. It was silly enough that I didn't mind that I lost. As mentioned, really nice animations on the cat. Since I downloaded straight from the submission page, I missed the controls in the game page. Having some reminder in-game is always helpful. The jump and movement controls themselves felt good to me, and jived well with the animations.
Nice first jam submission! Looking forward to more. Playable web builds help in getting more players and feedback.
Really nice artwork! Did you make it all for the jam? The music fits well, too. Gameplay wise, the combat system was very functional. I did experience some of the issues the other players did, but I was still able to complete the game. One I haven't seen mentioned was the UI sometimes being unresponsive when selecting an attack target (specifically, not moving the marker when I expect). All my cat names turned to "testing" in the final battle, too. Everything else felt pretty polished.
I'm impressed by the amount of work accomplished. Congrats to the team of two!
I have much more to say, but alas...
All of the art is fantastic. The VO and writing are good, too. Like others mentioned, the roll is a bit unwieldy. Also, on my monitor, it wasn't always clear what was going to be shadow vs. light, partially due to the smooth gradient used between the two. These didn't impact my enjoyment of the game significantly, and I played until the end.
I'm impressed by all the individual contributions as well as the level of coordination that went into making this. Great work to the whole team!
This looks really nice! I think you really delivered on the art style I wanted to try this jam. All the characters and their animations are cute, and breathe a lot of life into the small space of the world. The different environments are nice, too. The gameplay was simple, but functional. Impressive work for a single person!
This game had some nice little touches, like the animations on the cat for the gun recoil, ear twitches, and head looking around.
I often got 3 choices of the same basic upgrade if I went to the 2 or 3 difficulty levels, so I stopped going to those. I would have liked some new enemies or bosses every couple of levels, too. The different environments were nice.
Good first jam submission!
The writing made me chuckle. Nice work! The dialogue controls were a little clunky for a primarily text-driven experience. The option to skip would be nice as there is definite replay value to this title. I stuck through it to see all (5?) endings anyway, and again, I think that speaks to the quality of the writing. Good art, music, and sfx as well. I look forward to more!
Great opening! Most of my feedback has been mentioned by other players, or came up during the stream. The feedback I have (that I haven't seen mentioned) is that the placement of many of the cameras could have used more cinematographic direction.
Overall, the production value on the intro was top-notch and gave the game a very professional feel. I think gameplay could have used much more of that attention, as there was a sharp cliff. I did not make it to the end, but I might try again later. Nice work by the whole team!
Really nice polish on this title! The core concept of combining the bullet hell mechanics with a farming simulation is pretty neat, and the execution was good. I think the dodging could be improved be giving the plants more rhythm in their attacks, and/or adding a dash or jump to the player. Otherwise, very well put together game, and fun to play. Congrats!
Hi Rest!,
Thanks for providing this music under a CC license! I used it in my game submission to the Godot Wild Jam #62.
https://maaack.itch.io/harvest-hill-gwj-62-edition
Let me know if you'd like adjustments to how you are credited on the page. I can update the credits in-game after the voting period ends.
Hi Cup Nooble,
Thanks for providing a free version of this asset pack. I used it in my game submission to the Godot Wild Jam #62.
https://maaack.itch.io/harvest-hill-gwj-62-edition
Let me know if you'd like adjustments to how you are credited on the page. I can update the credits in-game after the voting period ends.
This was pretty fun! I really liked the idea of the town getting more festive as I progressed. The skill tree felt out-of-place, and I would have preferred to witness the change happen, rather than select it. The area was fun to explore, too. Some kind of ending to the game would have been nice, though. I bought all the upgrades and figured that was it.
Very nice use of the art assets to build a world. Congrats on your first GWJ submission and welcome!
Good to see MegaCrit on itch! This game is very cute.
My first game in Godot was inspired by Slay the Spire. It's exciting to know that the team behind that game is using Godot now, too. It's no Unity engine, but... but... You still made this!
I do think the migration of Unity devs will make Godot a much better engine in the near future. Thanks for making this little gem. Looking forward to more of the MegaCrit team's creations!
There are improvements, and I specifically noticed that in the movement and balance, though most of my prior feedback still holds.
The decision to add a exploration mechanic to the levels is... interesting. Gameplay-wise, it pulls me away from the enemies. Whereas the XP drops do the opposite, and are a more fun risk-reward mechanic. These design choices conflict while being core to the gameplay, and I'm skeptical that it's helping the game.
I thought I had a sense of what kind of game this was trying to be before. Now, I'm wondering if the design is going to veer off in a whole new direction. Which is fine. Some markets are over-saturated and developers have to react.
I'm genuinely curious to check back in a few updates and see where the team takes this title.
Congratulations to the team! There's a lot of great work here, as well as a few interesting ideas. I think with more work this could be quite good. Here are 3 things I'd like to see improved.
The movement feels sluggish and less enjoyable relative to other similar titles. +1 on the dash cooldown being so long I forget that its there.
Better balanced play-styles. Given the # of enemies on screen, playing with anything that slows fire-rate is not fun. The slow movement also necessitates picking upgrades that boost movement speed to have fun.
Improved design consistency and clarity. This game has a beautiful color palette. Similar titles with smaller palettes convey what is happening on screen better with less.
Hope to see more!
Thank you! Props to our pixel artist. They followed this reference:
https://twitter.com/Faxdocc/status/1386486236253130756?s=20
Sprite stacks were new to me, but here's a Godot specific tutorial that covered them:
Thank you for the feedback! We're especially glad that the theme to the "ejecting" mechanic was understandable. We have more work to do to make sure everyone gets it, but knowing that someone completely unfamiliar with the story was able to figure it out is good. Maybe it will be more than a jam game :-)