Chop Crop & Drop by Simon Rahnasto
Chop Crop & Drop is a turn based game where you take control of a Rogue Raccoon who is on a quest to defeat a legendary sea monster. To lure this beast you need a special kind of bait, which you can acquire through farming. Planted seeds turn into enemies during the night, which when harvested can yield new seeds, actions dice and equipment cards.
Dice Actions
| Dice | Type | Name | Description |
|---|---|---|---|
|
| Attack |Active|Single target damage|
|
| Pierce |Active|Hits target & anyone behind it|
|
| Slash |Active|Hits target & anyone next to it|
|
| Poison |Active|Poisons target, causing damage over 3 turns|
|
| Stealth |Active|Turns you invisible until your next dice action|
|
| Armor Break |Active|Reduces enemy armor, causing increased damage taken|
|
| Defense |Passive|Reduces damage taken|
|
| Health |Passive|Increases hit points|
|
| Upgrade |Upgrade|Gives access to new dice, add to an empty dice slot|
Controls
:keyboard: Keyboard & Mouse :mousethreebutton:
- [LMB] - Move & pick up Cards & Dice
[RMB] - Flip a card
[S] - Toggle shop (or click it)
- [D] - Toggle Dice tray (or move mouse to right edge of screen to open while hovering)
- [C] - Toggle Card tray (or move mouse to left edge of screen to open while hovering)
- [Esc] - Close shop, Card tray & Dice tray Or if none are open, pause the game.
Art
|Name|Roles|Social Media| |---| |Belle Rahnasto|Art|Instagram|
Code
|Name|Roles|Social Media| |---| |Simon Rahnasto|Programmer|YouTube & Twitter| |Eric Bernard|Programmer|Twitter|
Sound
|Name|Roles|Social Media| |---| |Daniel Docherty Music|Music & Voice|N/A| |Fernando Gherini|Sound Effects|Twitter|
Change log: * Fixed bug causing game to crash on an out of bounds target. * Fixed rare bug causing game to crash on death.
Note
Currently only supports a resolution of 1920 x 1080
| Link | https://windmillgames.itch.io/chop-crop-drop |
| Original URL | https://ldjam.com/events/ludum-dare/52/chop-crop-drop |
Ratings
| Overall | 6th | 4.458⭐ | 26🧑⚖️ |
| Fun | 24th | 4.217⭐ | 25🧑⚖️ |
| Innovation | 25th | 4.174⭐ | 25🧑⚖️ |
| Theme | 125th | 4.167⭐ | 26🧑⚖️ |
| Graphics | 4th | 4.74⭐ | 27🧑⚖️ |
| Audio | 9th | 4.417⭐ | 26🧑⚖️ |
| Humor | 348th | 3.042⭐ | 26🧑⚖️ |
| Mood | 55th | 4.16⭐ | 27🧑⚖️ |
| Given | 20🗳️ | 31🗨️ |

I'll try this again later and review it properly. Hopefully it won't crash on me again.


I looove the juicy effects and the wobbly ground! Also, the sounds and graphics are very cute!
This is really fun and I can't think of many things that could be improved...
I wasn't quite sure if I'm supposed to be farming many enemies at once or just fight one each night (but it's fun either way).
The equipment cards look cute, but feel rather redundant to me, because they have very similar effects as the dice. And maybe the tutorial could be skippable if you play it more than once...?
An annoying part for me was having to open and close the dice tray every round - I would have liked it better if I could at least re-use the dice from the round before without opening the tray again. Or just have the dice in a place where they are accessible all the time and don't cover the playing field.
Exploring the game mechanics is really fun. On our first run, we planted an armored level 3 mob, without any skills to kill it, which felt a bit unfair. On our second attempt, we dared a bit too much and just were killed by too many monsters. :D I wanna give this another go! The difficulty scaled up a bit too slowly for my taste, especially when re-playing.
We noticed that on Linux, when scaling the window, the game doesn't scale with it. I like the [TLfres](https://love2d.org/wiki/TLfres) library for LÖVE for that purpose.
Having to jump step-by-step was a bit tiresome, I would've liked some pathfinding there.
When we were killed, the game crashed with this error message:

When you die in the game, you die in real life, I guess. :P
Thorough tutorialization :white_check_mark:
Great cohesive music and sound :white_check_mark:
Day & Night cycle :white_check_mark:
Intriguing gameplay :white_check_mark:
I like it a lot. I know to expect 5 star worthy games from you but it's still impressive to experience. Great work! Well done to the whole team :heart:
Really well made,you've made a pretty intricate system in a very small amount of time.
So much small details, awesome graphics and sound, well thought out gameplay that was well balanced, and you wanted to keep going to test out all the abilities!
Awesome work!
In fact, I had written up a bunch of notes about how the game was overly simple in its combat, too rng-dependent, and worst of all grindy. Then I figured out what that floating question mark square near the top of the screen was for. Yeah...
With all two-dozen or so dice loaded into their slots, I suddenly I went from dealing 1 damage per turn if I got a lucky roll to wiping everything off the map (including the final boss) with ease. Only took me 28 nights. (I did a second run after in 15 nights.)
But even once I had figured everything out, I still wasn't sure what the strategy was supposed to be. Maybe this is just my complete inexperience with the "turn-based combat strategy" genre speaking, but it didn't feel like I was getting the most out of the mechanics. I was pretty much just thwacking the same dude over and over again and hoping the numbers coming out of him were bigger than those coming out of me. I figured that there was no reason to ever fight more than one enemy at a time unless going for a minimum-number-of-nights run. And if you're fighting only one enemy at a time, there's no reason to ever move, so the grid board doesn't have any purpose nor do any of the slashing or piercing attacks.
Again, me reviewing a turn-based strategy game with D&D-esque combat is a bit like a vegetarian reviewing a steakhouse, but here's what I *can* review with confidence:
1) The visual style is awesome! Lots of little polish with the animations and textures.
2) The music reminds me of the Terraria soundtrack. It fits really well in this game and sets the mood perfectly!
3) I would have preferred the movement between spaces to be a bit snappier and quicker. When I did fight multiple enemies in one round, I did so by spreading them across map so I would only fight one at a time. And moving across the board to do this felt rather sluggish.
Tutorial notwithstanding, this is clearly a very well-crafted game. And I did still have fun even if the genre isn't my cup of tea. Nice work!
I think it's a sign of a really good jam game that I wish it'd been a bit harder, really great stuff here.
I love the isometric map and the art was very cute. I feel as though traversing the map doesn't have much strategy to it in it's current stage as only being able to move one block at a time doesn't give you much room except to run if you need to heal.
I also think the dice rolls could use a bit of balancing. They may be "true random" but honestly true random never feels very good, especially when I keep missing an attack on an enemy with 2HP. Many strategy games tend to fudge the numbers to make things feel more fair than they are and I think that might be something to consider here. You could always have an option to turn off those buffs for the hardcore players.
Also don't ask me how I did manage an item duplication glitch by getting my seeds returned to me after crafting a tier 2 seed. Tried to replicate it but couldn't. If I'm able to get it to happen again I'll let you know!
Oh and the music and sounds are lovely. Made me nostalgic for Yoshi's Island in some ways though I couldn't pin down exactly why. Lovely work!
Also, love2d fistbump :right_facing_fist::left_facing_fist:
I really enjoyed the game. The game looks polished and ready for further development.
Of the visible problems I can highlight:
- The opening of the outfit and dice windows is done conveniently, but I wish I could always see these items on the screen
- Artificial intelligence often behaves very stupid. The most effective tactic - just build a line of enemies at the water's edge and hit them with a spear
- The health bar is not very informative. It has a lot of "visual noise".
It was fun to level up the enemies and skill points at the same time. I decided to take it slow for a moment and fill out all of my skills with low-level enemies before focusing on getting higher tier opponents. I enjoyed the strategy of slashing for a wide sweeping attack across enemies that were side-by-side, and piercing for enemies that approached single-file. Getting to place down the enemies makes for some fun tactical choices.
In the end, the final boss wasn't too difficult because of the pierce attack, and having stealth to disengage before re-approaching after I took down a tentacle.
The graphics are very cute, with solid animation/bounce to keep everything feeling alive. A strong soundtrack too, just all in all a great job.
More specifically, the graphics and design of the game are just fun to play around with intrinsically. Particularly, the board game components are great--it is just more fun to upgrade your player statistics by adding a dice to your dice rack than it is to push a +1 button. And of course, it's a lot of fun to have the 5 dice roll whenever doing a maxed-out attack, and it's great how that feels different and more exciting than a level 4 attack, just like physically rolling more dice.
Another detail along the same lines is the card storage. There's just something so fun about having a drawer that you can slide out and put cards into, complete with some very nice shadows and the ability to flip them over (which, as far as I know, does not affect the rest of the game at all? It's card flipping for its own sake!) And of course, the card upgrade slots are good for the same reason... it's just intrinsically fun to slot something into a slot that it fits into.
On top of all that, I do think the gameplay itself has some fun components, in particular in terms of strategies. I did two playthroughs. The first one I just spawned one enemy at a time, as I was playing cautiously, and I maxed out my main attack, piercing, defense, and armor break (giving me a score of 13 days). For my second playthrough, I was trying to do a "minimum nights" run, which I won with 7 nights (probably far from the true minimum, of course). It was fun to play through that minimum nights run, though, as my strategy completely changed from spawning one monster per night to spawning as many as possible (so that I could get ~12 dice, and max out attack, defense, and armor break). When doing that, I even learned of a new mechanic, which is the way that the enemies will push chests out of the way.
There are two little nitpicks I have:
- It was a little annoying to set up my screen for 1920x1080. I do wonder if the app could do it automatically somehow...?
- In my second playthrough, sometimes it was not clear when it was my turn and when it was the enemies' turn, seemingly due to the number of enemies on screen. It seems like it might take them a while to think, or something..? Maybe just having, like, an "ENEMY TURN" indicator somewhere, or something, would help make the UI a bit smoother when doing big fights.
But overall I think this is just a rock-solid entry. Great polish, art, sound, and so much fun packed in as well. Great job!
I really wanted to combine the stats cards and get more out of the card system, but I understand the time constraint of LD.
Apart from everything else, it's ultra adorable, with the graphics and the sounds and everything :heart:
Great job as always. I'll be looking forward to the next LD .)

Nice and polished game, great graphics, music and mood. After only a little trying it was clear how everything works. Maybe I could have read the manual, but it was too much text before the game and not when you actually needed the info.
I loved the dice based game mechanics and different ways to go about beating the monsters and the equipment made different builds possible. I found that stealth+spear was my favourite as I could do stabs around in good spots. With later enemies I also broke their shield.
Overall this felt like a complete game. Only some crashes hindered the otherwise perfect experience. Excellent work! :thumbsup:

The art looks great, the music is great, but that's a given with a game from you guys. Good job once again!