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A member registered Jul 04, 2017 · View creator page →

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I didn't personally have any trouble hitting the loan targets, but they were enough of a perceived threat early on that I didn't feel comfortable fully expanding right away. 

I think you need some sort of ongoing goal to work towards to maintain at least a semblance of strategy, and the loan payments were perfectly adequate for that in a game jam scope. I was mostly surprised it wasn't already endless with an ever-increasing loan target.

Aha, sorry, I should have been more clear. I quite enjoyed the game and felt the mechanics I mentioned benefited it in the same way having to stand still to aim improves Resident Evil. Interesting situations can arise from forcing the player to make do with imperfect tools.

I think that scent mechanic has loads of potential. One whiff of it and I immediately started thinking of ways to design around it. You should definitely explore this more. Being on the receiving end of a fox hunt for example could be a really tense setting.

I do like me some juice.

I was a little concerned reading the description that it would just be a twin stick superhot which, while likely fun and faithful to the theme, seems completely uninspired to me. Thankfully the slowmotion is used almost entirely for aesthetics and game feel. 

Instead we have the most useless dash attack ever conceived. Its two functions are just so at odds with each other and how the rest of the game works, it made me wince every time I used it. The controls are also terribly inadequate for the job. You would expect this sort of game to use the mouse for quick and precise aim, but no, you get tank controls. 

These decisions make what would otherwise be a nice-looking, but basic, top down shooter into something that feels extremely tense and interesting. Its very well polished too, great job!

This one grew on me. First impressions weren't great, mostly due to the menu annoying me a bit (requiring me to select with the keyboard, yet confirm with the mouse?) and how quick and unfair the first death was, since the first enemy gave me no time to react to the fact that it needed two hits.

However, I tried a few more times and warmed up to it. The game feel is quite nice, with punchy sound effects, particles, and a satisfying screen shake. The visuals are basic, yet effective, and although the concept of using health as ammo isn't exactly mind-blowing, the balancing act the healing aura requires is interesting enough to keep things from getting stale. 

I do however think it's completely unnecessary for enemies to take two hits. If there were other enemy types with different health values or multiple weapons it could add some extra decision making or variation to the game, but as is it just means you have to click twice as many times (after the initial realisation anyway). 

I did have fun, though, and that's what matters.

This is a pretty complete little package here, well done! That seems pretty hard in a jam, especially when making your own engine. I too made my own engine and this was the aspect I personally had the most trouble with, so I was impressed.

I think the central mechanic of throwing enemies at other enemies as the only means of attack  is a pretty unique and interesting concept, and I thought the presentation was fairly well done. Starting a chain reaction of enemy kills was quite satisfying, although the sound effect when doing so was pretty painful.

One thing to improve would be game feel.  Things like making movement have a bit of acceleration, using easing functions instead of linear motion, emphasising impacts, and adding screen effects. It's tricky to do in a jam setting, and easy to go overboard, but injecting just a little bit of juice can go a long way in making a game fun.

I'm also not sure it conveys the theme particularly well. Sure, the enemies technically serve two purposes, but the way its implemented doesn't really create any unique scenarios or decision-making opportunities, which I feel is an important part of what makes dual purpose design interesting. As I said before, I do think it's a good mechanic conceptually, it just wasn't utilised as effectively as it could have been.

That said, congrats on the solid showing!

I certainly wasn't expecting that from a farming game! I'm happy with what I got, though, as I have a short attention span. I found it amusing how the music quickly begins to sound completely out of place as the action heats up. It would be interesting if it dynamically changed to keep pace with the gameplay, although obviously that isn't something easily achievable in a jam setting.

I wanted to experiment with keeping every plant's growth synced for more efficient harvests, and had just cleared out my whole field in preparation when the game abruptly declared that I had won. Slightly disappointing...

I wasn't really feeling it at first to be honest. The mechanics as they are seem to encourage a gameplay loop of standing still for long periods of time until something relevant happens, then passing a basic but frustrating timing/reaction check.  I think the main problem is that a bash requires too much investment. Not just the charge, but also the execution time. Since the jumping part grants neither speed nor iframes, the delay between when you release your charge and when something useful happens is usually longer than it takes a freshly launched tile to reach you. This combined with the attack's brief hurtbox means you have a very small launch window just before the tile starts moving, which is very difficult to hit since its telegraph is so vague (when it doesn't just launch from off-screen). It also doesn't help that there isn't a clear indicator that a full bash is ready, especially since a non-charged one is pretty much useless.

However, I then found out I can charge my next bash while dashing and much more interesting strategies became possible.  For example, using an initial bash to clear an opening in a large group of tiles, then kiting the others with a roll while charging another attack. This discovery didn't alleviate the above problems for me, but when new strategies emerge with player experience, that's a sign of a good core design, which in my opinion is the most valuable trait in a game jam, not mechanical issues that would probably be solved with more time.

There's a bug when you restart the game where enemies don't always completely go away and become spooky ghosts, so you may want to refresh the page when you die instead.