Reap by Managore
___________________________STORY___________________________
your ship breaks up on the rocky shores, but luckily you've made it to the island!
every action drains your energy, but the sleep you get each night revitalizes you
there is plenty of fresh water, but if you don't eat you will quickly starve to death
some of the turnips on board washed up on shore, but they're in limited supply
unless you plant and harvest some of them
when the ship crashed, you watched your treasure map tear and scatter to the wind
_________________________CONTROLS_________________________
play with either KEYBOARD or GAMEPAD
move with WASD or ARROW KEYS (or LEFT STICK), you can move diagonally
control the left hand with X or N (or A or LEFT TRIGGER)
control the right hand with C or M (or B or RIGHT TRIGGER)
tap a key to pick up or drop an item, hold a key down to use an item
each hand can carry one item at a time
___________________________HELP____________________________
the game takes up to a minute to procedurally generate the world, during this
time there are useful instructions on screen, which you can also find above
normal difficulty is much more forgiving, you have more energy to use each day,
the days are longer, and you have twice as much maximum food
you can tell what difficulty you're in by how much food you lose each day,
on normal you lose one sixteenth, on hard you lose one eighth
there are four general stages in Reap,
1. surviving until your first crops are ready for harvest
2. becoming self sufficient on crop growth
3. exploring in search of the treasure map pieces
4. pinpointing and reaching the treasure
please let me know if you have any problems running or playing the game
mac version hopefully coming soon!
___________________________ABOUT___________________________
the game procedurally generates a series of islands with rivers and forests,
using modified perlin noise
it also generates a minimap of the islands which you pick up and carry around
the treasure is randomly buried in a visually interesting area and a treasure map
is generated of the surrounding terrain
it then scatters tools, food, and the four pieces of the treasure map
I originally planned to include a vine monster which slowly grew across the island,
forcing you to spend energy clearing it before it overtook your crops and tools,
but that was too ambitious for me and led to too many ways to die,
so instead I tried to make growing crops interesting and important to the game
Reap uses five colours (that shift as the day progresses)
made using Gamemaker, Photoshop, bfxr and the everlasting adoration of kittens
* fixed a bug that let you dig in the ocean
* fixed a graphical bug when chopping some forests
* fixed the hoe animation not always playing
* added post-compo build with a wider range of difficulties and a better day/night cycle
your ship breaks up on the rocky shores, but luckily you've made it to the island!
every action drains your energy, but the sleep you get each night revitalizes you
there is plenty of fresh water, but if you don't eat you will quickly starve to death
some of the turnips on board washed up on shore, but they're in limited supply
unless you plant and harvest some of them
when the ship crashed, you watched your treasure map tear and scatter to the wind
_________________________CONTROLS_________________________
play with either KEYBOARD or GAMEPAD
move with WASD or ARROW KEYS (or LEFT STICK), you can move diagonally
control the left hand with X or N (or A or LEFT TRIGGER)
control the right hand with C or M (or B or RIGHT TRIGGER)
tap a key to pick up or drop an item, hold a key down to use an item
each hand can carry one item at a time
___________________________HELP____________________________
the game takes up to a minute to procedurally generate the world, during this
time there are useful instructions on screen, which you can also find above
normal difficulty is much more forgiving, you have more energy to use each day,
the days are longer, and you have twice as much maximum food
you can tell what difficulty you're in by how much food you lose each day,
on normal you lose one sixteenth, on hard you lose one eighth
there are four general stages in Reap,
1. surviving until your first crops are ready for harvest
2. becoming self sufficient on crop growth
3. exploring in search of the treasure map pieces
4. pinpointing and reaching the treasure
please let me know if you have any problems running or playing the game
mac version hopefully coming soon!
___________________________ABOUT___________________________
the game procedurally generates a series of islands with rivers and forests,
using modified perlin noise
it also generates a minimap of the islands which you pick up and carry around
the treasure is randomly buried in a visually interesting area and a treasure map
is generated of the surrounding terrain
it then scatters tools, food, and the four pieces of the treasure map
I originally planned to include a vine monster which slowly grew across the island,
forcing you to spend energy clearing it before it overtook your crops and tools,
but that was too ambitious for me and led to too many ways to die,
so instead I tried to make growing crops interesting and important to the game
Reap uses five colours (that shift as the day progresses)
made using Gamemaker, Photoshop, bfxr and the everlasting adoration of kittens
* fixed a bug that let you dig in the ocean
* fixed a graphical bug when chopping some forests
* fixed the hoe animation not always playing
* added post-compo build with a wider range of difficulties and a better day/night cycle
| Windows (compo) | https://www.dropbox.com/s/qo7zi2ex3jcku29/Reap.exe?dl=0 |
| Windows (post-compo) | https://www.dropbox.com/s/t8l23c5g52qwe9m/Reap%20v1.1.exe?dl=0 |
| Source | https://www.dropbox.com/s/aggu3y0oylym8wz/Reap.gmz?dl=0 |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=3479 |
Ratings
| Coolness | 62% | 3 |
| Overall | 4.32 | 7 |
| Audio | 3.76 | 75 |
| Fun | 3.76 | 98 |
| Graphics | 4.59 | 7 |
| Innovation | 3.85 | 100 |
| Mood | 4.38 | 7 |
| Theme | 3.67 | 534 |
I felt like I spent the majority of my playtime (10+ minutes), aimlessly chopping paths through woods and finding nothing. I couldn't find anything to draw me forward so I left it there.
That being said I really liked the handedness mechanic and having to think about what you were holding vs what you needed and when was interesting.
Some minor bugs, but Good :D
Very nice short survival game. The map generation is amazing, and I loved how you took care of the time passing in the UI. A playable ancient treasure map. Feels good.
Beautiful graphics and I hade a lot of fun exploring the world. This is a game I will definitely come back to.
Great job!
The way time is represented was awesome, and the equip-controls were clever.
The survival mechanics didn't feel fun, though. I liked the world and the old-map aesthetic so much, i just wanted to go exploring! The hunger and energy just slowed me down.
Nice job!
About the game:
It's very beautiful and took me a second to understand what I had to do, but when I realized I was like OMG!
Sometimes I feel the controls were not responding correctly!
Anyway,
Congratulations for your excellent work!
And if it's not ask so much, make a visit in my game!
Armageddungeon - (Diel Mormac)
Take Care,
Diel Mormac
Now I'm going to play for real though! Back soon with my comments.
Really awesome game.
Let's start with the "negatives" though.. wait, are there any?
I think the energy use could be a *little* lower, but it's not really terrible. Found one strange behaviour/bug: If you build a raft diagonally, it can happen that you're unable to actually step onto the raft unless you build another one next it that you can walk onto straight.
The graphics are just beautiful. I wonder for how long I could play with the same palette though.. Maybe a future version could have seasons, each with their own palette?
The sounds are quite nice, never grating or repetitive, also they're pretty muted which lends a sort of dreamlike feeling to the whole thing.
The game is never frustrating or boring as long as you choose your goal wisely, I think. Like, start with just growing more turnips than you consume and save thorough exploring for later. It's quite nice.
Overall, Graphics, Mood all 5/5.
Finally having figured out how to put together the map I sat peering at it and the overall map for ages trying to discern the possible locations it could be at. I tried probably 5 different locations trying to find the chest. But when I finally found it I was sad, there was no sound, and nothing to spend my gold on. I felt empty all that work, but I had grown to love my simple turnip farming ways.
I can't wait to take a look at the code and learn from it.
On top of the top-notch graphics, audio, and feel, it's impressive that the map was procedurally generated. Nice!
My only gripe is with the energy and food: food seemed to last a long time - if you built a farm early w/ enough food, you could make really really long expeditions as you could easily fill up - while energy seemed to run out far too quickly.
I can't say enough good things about this game. I played a lot of Don't Starve, and this is a pretty damn good competitor. There is a final goal though, which I did manage to beat. 5 stars.
Now for the small details:
- I'd really like it if you can swap a tool with what's on the ground. (eg, holding axe in left hand, standing over scythe, press left, swap axe for scythe). I guess that might change a lot of things since you can put multiple items on the same tile.
- too much wood. wood everywhere.
Took me a while to figure out how to use tools, namely the map, but once i did i was hooked and didn't stop until the treasure was mine (nothing happened after i dug it up though, but i assume i won?)
So impressed, full marks.
Fits both themes well. Looks gorgeous. Ambient sounds are nice, unrepetitive and fit the game very well. Very moody too.
Great job.
your games never fail to amaze me, and this one is no exception!
the graphics are lovely, the color palette is gorgeous, the day/night timer combined with the field-of-view UI is simply genius... what can I say, I love it, everything is damn near perfect!
I would suggest that you slightly alter the player's movement, he moves on a grid, right? I think the grid is just a little too tiny, and can sometimes be hard to lineup stuff [then again, this is just my preference because when I play these types of games my OCD kicks in and I like to align things], so I would recommend making the grid just slightly larger [this would make it feel more 'turn-basey' though, and that might not be what you want].
I actually ended up playing this for well over an hour [my turnip farm is massive], you've built such a comfy little world to explore, it's fantastic. Excellent job :)
I played the windows version, and the controls seemed strange to me. The buttons don't always work. It's not much spoiled the experience, just saying. Good luck ^_^
Love the art style and map theme!
Game play is pretty good - I like the two-handed controls, not only as it fits the theme but just as a survival game feature.
Great job as always :D
Cool survival tresure hunting adventure :)
Lorenzo.
Congratulations, this is an awesome entry!
I have played it enough to rate it, but not enough to be done with it. I'll def be playing this one more this week. Great job!
The Tap vs. Hold control scheme was solidly done; great way to get mileage out of two buttons. The hesitant way you move the turnip to your mouth when eating made me laugh. The ending (whether or not it was intended) where you may have found your treasure, but it was useless given that you were still trapped on an island surviving off of turnips, felt almost like an Aesop's Fable. The way the treasure map differed from the tiles of the world made it feel like someone had actually drawn it, without changing the graphical style; another great, subtle touch.
What I dont get is the night/day cycle because except adding to the gamefeel (which is good), it doesnt give or take anything. As a player I just have to wait 3 seconds every x in order to play again. I dont get the purpose of the "sleeping" pause. Maybe just being able to play on night but with less visibility or other gameplay "limitation" could be enough?
I also felt a bit lost and although the purpose of the game is clear, I felt without a sense of progression towards my goal.
Anyway, the game is great and the gamefeel impressive.
loved everything about it.
Overall, really nice and ambitious game, but I like your previous entries more.
Great entry as usual. Very stylish. Controls worked fine, though it was a bit confusing in the beginning with the same button for use and drop. The whole instructions part was a bit scary and really, since the in-game help was so good there wasn't that much need for them.
The way the brightness in the day-night cycle clips your field of view is brilliant.
For the growing bit, maybe because I didn't take the treasure hunting seriously enough, there was way more food than needed. 16 days without eating before it becomes a problem may be a bit too kind. The sleep cycle maybe also should in part depend on how far the day has passed. If you don't move you have full energy in the morning hours.
Great game in all though.
I like it!
Maybe it was just easy mode or me misjudging things, but it seemed like walking used as much energy as digging or chopping down trees. That meant that I didn't really pick and choose my paths through the woods too much, and the frequency with which I fell asleep just walking around was kind of comical.
Great entry, really solid!
Game itself was fun for farming and finding the pieces, but finding the treasure was next to impossible. Wish the map fragment was 2x bigger.
In the end I just explored a lot. RIP Sheep Island Base. (My base, which looked like a sheep on the map)
Loved this!
-Kaz
This game is clearly the work of someone who is in full control of their tools with huge amounts of experience and knowledge and I just find it really inspiring.
The only negative is that it makes me feel really embarrassed about how utterly dumb my own compo entry is.
Thanks for making this.
Such a great style in everything you do.
Graphics look so good, the day cycle is an awesome idea. Oh and the maps this generate are really cool, I'm curious as to how you did it :)
Gameplay wise, the game reminds me a lot of Minicraft by Notch a few years ago actually. I like how in this it has a sense of exploring and surviving by yourself (whereas Minicraft was about defeating enemies)
Good job!
NEED MORE TURNIPS.
In lieu of background music, the sound of wind was a really nice complement. I agree with one of the comments above that seasons with subtly different color palettes would be a beautiful addition (I could even envision some rain or snow effects to go along with that), although the simplicity certainly contributes to the charm here, and you've well exceeded what I thought would be possible for 48 hours.
Fantastic job!
the graphics are so cute
I found the gameplay quite addictive and fun
as always good job!
I did enjoy it, but it needs some more story to it - it seemed like nothing but starvation was in my future. :) I saw no parts of map, or things to collect other than the tools.
Loved the day/night cycle - very well done.
It has such a unique visual, I ended up experimenting and it really got me and I didn't realize I spend more than an hour with this game. It has so much potential. It's got me with the similarities to Minicraft and Miniventure but it has more stunning visual not counting the timeframe to create this great piece of art. The atmosphere is really fitting into my memory. You got a great balance into random stuff generation and human interaction.