Harvest by rxi
Plant seeds, protect crops, try not to die.
Ratings
| Coolness | 33% | 1922 |
| Overall | 4.07 | 35 |
| Audio | 3.94 | 38 |
| Fun | 3.67 | 137 |
| Graphics | 4.28 | 47 |
| Humor | 2.51 | 410 |
| Innovation | 3.49 | 267 |
| Mood | 4.14 | 26 |
| Theme | 3.85 | 386 |
| Coolness | 33% | 1922 |
| Overall | 4.07 | 35 |
| Audio | 3.94 | 38 |
| Fun | 3.67 | 137 |
| Graphics | 4.28 | 47 |
| Humor | 2.51 | 410 |
| Innovation | 3.49 | 267 |
| Mood | 4.14 | 26 |
| Theme | 3.85 | 386 |
Nitpicks:
-it's not immediately obvious how to gather wheat/drink water.
-The screen size/resolution is hard to see on larger monitors
-if you don't plant something immediately, you're liable to start starving before any wheat reaches maturity. A day's leeway would have been nice (some food in crates/hunger is slowed for a day)
-After a couple of days, food stops being an issue and you're free to focus on combat, only occasionally dealing with farming or drinking. Since you're not constantly discarding your weapon, the combat becomes a whole lot easier and the enemy waves don't increase in strength at a proportional rate.
Great game! Love the visuals, music was great if a bit repetitive. Reminded me of Diablo I oddly enough. You even had a day-night cycle! Kudos!
A further ammo/food mechanic and enemy progression would likely add more depth.
The controls are nice and intuitive, took me only 30 seconds to figure out how to play. Got to day 15 or something \o/
I moved my farming operation to the river for easier water access, but after a couple of days there my gun despawned when I threw it in the corner of the river. Normally it bounced off, but the one time it just vanished leaving me defenseless.
Other than that, if you just implement a couple of minor fixes post-LD this would be pretty much a perfect game:
-pathfinding needs to be improved
-add a piece of food or two in the crates so the player has a moment to figure out the controls
-resizable window
-make it easier to find the hoe and gun among the farm, visually. I usually ended up having to pixelhunt until the prompt came up.
Just as I started to starve, the first wheat was ready for harvesting.
I've also never seen a game before where you had to survive but the "enemies" were not even trying to kill you. They just want to survive, too, but in the process hurt and eventually kill you.
The art style is pretty cool and unique rxi style, built on top of some of your earlier games. I like the constant evolution. The color palette reminds me of those old photographs of farms during harvest time. No idea what you call that, but you hit it on the head with this brownish-green tint. Very nice indeed!
I have two tiny suggestions, if you care to hear them:
On a 1080p screen, the window is fairly small. You might want to add an option to chose the scaling factor.
The music is great and the melody and arrangement fit the game, but compared to the rest of the game, it may be a bit too hi-fi. I know that sounds silly, but a slightly more lo-fi, chiptuny music might have improved this game even further.
Anyway, that's just nitpicking. In fact, I think you should further develop this game, add more features and even sell it? I'd pay for it!
I would love to see a second gamemode where it's more relaxed [peaceful / creative mode] where I can just spend my leisure time planting and eating, with no horrible creatures killing me haha, but I think what you presented was the better choice for a jam game. Hope you continue with this!
Super fun, and a perfect little ludum dare game, 5 stars! :)
Game was initially difficult to get into. Basically, nothing is clear in the beginning, but once you give it time, some viable (essential?) strategies become clear.
On my first playthrough, I died before I even realized where the seeds were (in hindsight it's "obvious" though). Second time didn't go well. Third time went alright, and fourth time really quite well.
Once you get into it, the gameplay is extremely hectic, which is fun, but there are some minor points which I think could be adressed to make the game even more enjoyable:
1. the tiles are extremely small. The graphics are really beautiful, but when you have to do stuff in specific places (plant, till, pick up) it's kind of a problem. I was basically just frantically left/right clicking in a tiny clump of items and hoping that I selected/used the right thing in the right place. It turned out well in the end though I suppose.
2. the carryable items are a little too similarly colored. Once or twice I actually lost an item among the rest, visually. Lose the gun and you're gonna have a bad time when you're being assaulted by multitudes of wild animals. It also turned out well in the end however, but I think this is the kind of thing where, if you mess up your playthrough for this reason, you don't feel like it's fair. Stopping to look around is often not an option in this game.
Also, while the music is nice, it doesn't really feel like "ingame" music.
So, besides that huge text up there, I actually feel (as usual) the game is great. Nice graphics, nice sounds, and there's something very satisfying about relatively deep gameplay (given the time constraints) based on simple rules (simple inputs, simple relationships between the items ingame).
I will definitly play it again !
This game is awesome and impressive for 48 hours. The pixel art is really fun to look at. The main character is dope. The animation is superb. Better than most by far. The movement of the camera and the physics are really good too.
Cons:
The game was overly difficult. I couldn't figure out how to craft the bread in time to survive. Also there doesn't appear to be a way to restart from the game over screen. A little more info on the title page would be good, maybe more instructions. I think the scale of the game took away from the details. It has a lot of potential with some fine tuning.
Couple suggestions, your controls were probably one of the hardest things about the game (for as far as I got), because I would always throw the hoe, or would try to pick up something while I wasn't standing on it. A couple ways to fix this would just make it so you don't have to aim to pick things up, just press e to pick up whatever you are above. Not sure of other methods, but I know there are some and that could improve the game a lot.
Your colors were a bit cluttered feeling, and I have a feeling that may either be a style thing (and I just don't like the style) or a color palette choice. Maybe different colors for tiles and pick ups. Your fourth screenshot and the wheat are a good example of what I am seeing.
Bug fix would be to prevent the water from eating your gun, or make it so you had to fish it out again. This is especially important since you throw your gun rather than set it down so its much easier to accidentally throw in the drink.
I really enjoyed the fact that the enemies (save the zombie) were not fighting you, but your crops. Maybe in a a post-compo version (which I think you should consider pursuing) you could make it so if you made fences, some animals would come and hurt your fences while doing non-destructive things, or in general portray the feeling of you against nature rather than you against fighting things.
Agreed with the other people, more leeway is needed in the beginning, while it would be good for a hard mode, its not great for a LD game where everyone are novices. I think the idea of putting bread or wheat in crates is a good idea, because it doesn't have lasting implications for the game (where as making wheat grow faster or your hunger go down slower would change the rest of the game).
You were saying things on IRC or somewhere about the ideas you had for your game including traders and whatnot. I think that is a good idea, and think this game has a lot of potential. I really want to see where you go with this in the future.
Wanting to see a full game
But overall, good job.
I love the pixelart graphics, they look really nice! The music is really fiting and sets the mood really good.
Unfortunately I died on the third day of hunger. If you start without any explanation and need to figure out what to do by yourself, time gets really short (I could only harvest one single wheat, before I died). The enemies are a nice addition!
Well done!
Had to rewatch the video to understand how to plant seeds :-)
Other than that, the graphics were really cute (always as expected from you, rxi!) and the music was very moodsetting as well.
It's an interesting take on the survival genre and the atmosphere is great. I kept dying but this game is good at sucking you in again :D
Like rnlf said I also think the viewport is kinda small for 1080p displays but it isn't bad enough to get distracting.
Do you use some specific engine to make these games or do you start from scratch each time? This and your last game have really similar physics/camera movement.
Anyway, besides the controls the game is pretty solid. Though after a day or 7 (ingame), you've kind of seen it all and it doesn't seem to get much harder. But besides that, I really liked it. Great job!
This is the stderr.txt dump:
error: [string "init.lua"]:221: module 'config' not found:
no field package.preload['config']
no file 'd:\development\Lua\5.1\lua\config.luac'
no file 'config/init.lua'
no file '.\config.dll'
no file 'D:\games\ld34\ld34_rxi_win32\config.dll'
no file 'D:\games\ld34\ld34_rxi_win32\loadall.dll'
I like the song and I think it fits the game quite well. I feel variations on it for the intro / end screens would be a nice addition to make the player more willing to have another go, but I understand there's little time for such things in the short 48 hours of the compo. If you do want to continue working on it, maybe some kind of audio signal (variation in the song? sfx? I dont know) for when enemies are approaching / eating your crops would also be a nice touch.
The game itself is fairly difficult, but I like that it's something different for a change. The game is quite a challenging balancing act, having to try to keep so many variables in check. How are my crops doing? Where is my gun? Am I thirsty? It's a little too much to handle, which is perfect. Having less to do would make for quite a boring experience, but having too much to do would feel impossible. I think it's balanced quite well!
Practising with the touchpad yesterday helped I think, because playing with a mouse today resulted in surviving for 7 days on my first try (I couldn't manage more than 4 on my laptop).
I agree with some of the comments about the controls, they could be improved. But the most problems I had myself was with the direction in which I throw my gun or hoe when I want to put it away. It always ended up in the middle of the field for me, instead of on the side, haha.
All in all a solid entry! One of the most fun games I played this LD :)
The first I didn't understand anything and died from thirst or something.
The second I've managed to saw some seeds, died from hunger before anything happened with them
The third & fourth I was putting my fields where it is in your screenshots, that put me in a great position to have all my crops eaten. ded again :(
The fifth I decided to put my field near the water where I can drink without going far. One side effect was alos that I had less fronts to worry about, the other was that pathing got a bit bad and that's what happened:
https://dl.dropboxusercontent.com/u/204076271/rxi2.png
(usually it was slightly better, that's an all time record of stuck enemies)
Also seen in the picture (day 28) is my agricultural empire (I stocked enough wheat for a famine or two).
Originally I wasn't so far in the corner (as I said, only one front was covered, but I gradually moved there as the game continued).
Seeing that I could continue pretty much indefinitely, I went and killed everything I could find on the screen, saw that I can still defend and eat ok and shut the game down.
Graphics are the classic rxi style we all love.
The sounds are great, could be nice to add a munching sound for when they eat your stuff. At first I thought music was superb, but it got very repetitive by day 12 or something similar (did I mention I got to day 28 yet? that means a month if it's february!).
As to the gameplay itself it's remarkably cool. Having to keep all the stuff huddled together and then frantically throwing lots of wheat into the air searching for your gun are a definite highlight.
As I couldn't really read the text because I was busy surviving (and since it's really spammy), the "day #" caption could be a static score on the screen.
Anyway, marvellous job!
It was good and frantic once I figured it out though. Really nice polished little game
Comments above have gone into greater detail about the mechanics, but I'll bring up my greatest gripe. I didn't like that I had to be standing right next to an object to pick it up. With point-and-click controls my expectation is that my character would move withing range of the item and pick it up automatically. So I wasted a lot of clicks being just slightly out of range. The pace of the game means that a bad click at the wrong time means death.
The gun to the crate thing wasn't immediately obvious. Also why can't you just throw the crate to smash it open?
The screen size is TINY leading to it being difficult to see and control. Especially since you have to click precisely on the item. I feel like the pickup shouldn't have to be precise control, you should be able to hit a pickup button to pickup the nearest thing (perhaps highlight the nearest interactable thing at all time)
Okay this isn't for the compo, but post compo you'll need more variety, but I don't think that'd be hard.
Can't believe you made Nuclear Throne Harvest Moon for LD :)
Error:
.\lib/coil.lua:83: .\rxi/rect.lua:176: attempt to index local 'r' (a nil value)
stack traceback:
[string "init.lua"]:33: in function <[string "init.lua"]:30>
[C]: in function 'routine'
.\lib/coil.lua:83: in function 'update'
.\rxi/entity.lua:589: in function 'update'
.\rat.lua:72: in function <.\rat.lua:71>
.\lib/lume.lua:231: in function 'each'
.\rxi/group.lua:71: in function <.\rxi/group.lua:67>
.\lib/lume.lua:231: in function 'each'
.\rxi/group.lua:71: in function 'update'
.\playstate.lua:260: in function 'update'
.\rxi/game.lua:86: in function 'update'
.\main.lua:37: in function 'call'
[string "init.lua"]:77: in function <[string "init.lua"]:72>
[C]: in function 'xpcall'
[string "init.lua"]:86: in function <[string "init.lua"]:85>
Still, had a lot of fun! Great work!