The Onion Quest by Dekajoo
>> Download here <<
So I really wanted to implement an auto-chess type of game and I took LD52 chance to do so. This is kind of a proof of concept with only one ascension / boss / set of vegetable but I might add more gameplay and some unlockables if people enjoy it.
How to play
- ~~Buy~~ Harvest (?) vegetables by drag and dropping them on the board
- Each vegetable has special abilities hover them and read their description
- Combine vegetables of the same level to improve their special abilities
- Keep your spare vegetables in your greenhouse
- Fight your way to the evil onion and save the garden !


Notes:
- Yes You can probably manage to have one giant mushroom please send me a screen if you reach the boss with it 😂
- Yes I forced the theme open
- Sorry I couldn't have Godot compile my C# mess to HTML5, so it's windows only...
Thanks
Thanks to my sister Juliette for the graphism of all the vegetables ! (Check her hand painted jackets they are amazing 😍)
Thanks to blips.fm for the music
| Link | https://dekajoo.itch.io/the-onion-quest |
| Original URL | https://ldjam.com/events/ludum-dare/52/the-onion-quest |
Ratings
| Overall | 326th | 3.604⭐ | 26🧑⚖️ |
| Fun | 275th | 3.583⭐ | 26🧑⚖️ |
| Innovation | 538th | 3.083⭐ | 26🧑⚖️ |
| Theme | 635th | 3.261⭐ | 25🧑⚖️ |
| Graphics | 304th | 3.833⭐ | 26🧑⚖️ |
| Humor | 163th | 3.525⭐ | 22🧑⚖️ |
| Mood | 502th | 3.295⭐ | 24🧑⚖️ |
| Given | 42🗳️ | 16🗨️ |
But the gameplay was really good! I really like the FTL-style world map, random events, different kind of vegetables etc! This game is suprisingly feature rich and it kept suprising! Beat the game on my 2nd try, so the challenge was also fitted well for a ludum dare game, where you usually play every game for only few minutes.
The art and gameplay are solid. I feel like idle animations are a small addition to a game for a big return - and they were kinda missing here - between fights the screen was static and with the absence of music it was a little *too* still.
At first I also didn’t understand what I was supposed to do but than caught the logiс)
It would be great to add some dynamic. Overall good job!
Not sure if it's intentional that you can only upgrade units to lvl2?
That's not explicit indeed, to upgrade a lvl 2 vegetable to lvl 3 you need to combine it with antoher lvl 2 vegetable etc..
(This makes the gestion of the space in your inventory important)
Like others have mentioned, the complete lack of sound/music does feel like I'm in a vacuum. Some simple sounds can go a long way. Great work though and Havest!
Only thing i would say is maybe you should switch the attack and health positions of vegetables. Maybe my brain is hardwired by the games that i played but it was really confusing having them swapped, apart from that great game and good job! :D.
My goal was to do a single player "Super Auto Pets" where you could really "break the game" (binding of isaac like) I'll pbbly try to push the game further in this direction after the jam.
anyhow this is really neat! nice cute graphics and a pretty solid combat system.
Plus, always nice to see more Godot entries.
As others have already mentioned... Having audio would be nice, and the health and attack being weirdly positioned and colored (I just associate red with health and grey with attack bcs of sap, and also left is usually attack, and right health) being changed would be favorable. However, already implementing all these algorithms and functions properly in such a short time is probably not easy, well done on that! (I assume the map and the vegetable interactions took some time to get right).
Anyway, great game! Loved it! Here's a screenshot of proof that I beat it and my build

Now, I didn't get to the end, because, the game got stuck: 
It was in the second half of the map (2 random events, and I think first battle after second event). The vegetables did their `start of fight` effects on both sides, but did not start attacking each other... I guess they understood it's better to live in harmony? :joy:
(I didn't press any buttons/mouse, while `start of fight` effects were being executed; oh, bought level 1 carrot and swapped with lime)
A bit more from tech side:
1. The screen before the fight with **Havest** - took me a few seconds of waiting each fight to realize it will not fade automatically and I need to press button. Personally, from user perspective, I don't see reason, why it could not fade automatically after a second.
2. Got confused a bit in the path selection map:
- The starting nodes (mushrooms) were very close to the screen side, and I wanted to scroll back more.
- The available node to select (hilighted) always looked like the node I am currently on, and I wanted to select node after the hi-lighted one.
3. Would love to see some more variety of events and node types in the map. (I didn't even expect it to be there :joy: )
4. Some area explanations labels would be nice. Took a while to figure out what is "bag". Also some visual identification for available slots would be nice, even subtle ones - better than visually partitioning space in my mind :laughing:
5. Was were confused about eggplant ability - I thought having one eggplant gives health boost to all **my** field vegetables as well as **enemy** ones. Then I understood, it is a positional effect and you have to arrange your army in specific way :sweat_smile:
- Also, would that mean, that eggplant in the front row grants health to enemy front fighter? :slight_smile:
6. More of a Quality of life feature, but I would really appreciate, if you could drag-swap vegetables in field/bag directly without putting them into empty space first. But I know this rather tricky to do right (especially in gamejam timeframe).
7. Some variety on coins gained would create unique and unexpected opportunities.
8. A couple of sounds would have been nice - for example: veggy hover and click sounds. (I did the same on my game :joy: )
Also would like to see some kind of special upgrades / purchases available. For example:
* Extra roots - the vegetable cannot be moved anymore, but each fight gets permanent health boost;
* Speed-grow potion - takes space on field, but does not participate in battle. After the fight, it gets a level-up.
Overall great entry, looking forward to future work.
@no-whone Thanks for sharing your build I didn't think the mushroom build would be powerful enough to kill the boss :D
@bloodycoin
Sorry for the "unexpected crash" that's the first time I try using C# async this heavily in a Godot game and it comes with some serious drawbacks in term on error visiblity...
I wanted to implement "objects" as you suggested that would bring modifications on vegetables but at that point my code was so crappy due to the last minute time rush that it just seemed impossible without a good amount of refactoring ^^
And yes I realize that there is absolutely no bag on the screen so that's just weird
I took a few evenings to improve the game based on all your feedback!
The game is still quite short but it feels much better I think 😀
If you have time to give it a second look and tell me what you think I've uploaded it to itch.io **https://dekajoo.itch.io/the-onion-quest**
🙏

Other than that i love that you switched the hp and attack! And once again i showed the evil onion whose the Great Onion!!!
