Straight Line Farming by DrawRunner
Hello fellow Harvesters!!
This game is a turn-base puzzle-game about harvesting plants in a straight line, obviously... You have to optimize your farmlands to harvest only the plants required by customers. Each requirement is appearing on the right in the form of cards.

At each turn, you can either sow or collect a full line by clicking and dragging over the grid, using the mouse.
But be carful, seeds and gas aren't cheap! And customers can become angry if they don't get what they want!! When you run out of money, bank gives you some money back but you lose a heart!
CONTROLS: * * *Mouse: click and drag over tiles * Keyboard: ALT+F4 to quit!

You can also buy bonuses using shop buttons on the left.
Notice: Tractor costs 100$ both to sow and harvest plants. The goal of the game is to buy the tractor repairs for 5000$!
Have fun!
Disclaimer : music wasn't made by us, its name is "Fried taters blugrass" by Caffeine Creek Band
| Link | https://drawrunner.itch.io/straight-line-farming |
| Link | https://1drv.ms/u/s!AllPij0t9M8sgZD_NSrGvmr6cBhYQvk?e=OraCWv |
| Original URL | https://ldjam.com/events/ludum-dare/52/straight-line-farming |
Ratings
| Overall | 235th | 3.738⭐ | 44🧑⚖️ |
| Fun | 111th | 3.902⭐ | 43🧑⚖️ |
| Innovation | 85th | 3.881⭐ | 44🧑⚖️ |
| Theme | 39th | 4.369⭐ | 44🧑⚖️ |
| Graphics | 282th | 3.881⭐ | 44🧑⚖️ |
| Humor | 178th | 3.476⭐ | 43🧑⚖️ |
| Mood | 478th | 3.345⭐ | 44🧑⚖️ |
| Given | 55🗳️ | 68🗨️ |
Personally, I think it might have made more sense as a level-by-level structure where you have to figure out how to fill four specific orders within X amount of time and money. The main problem I found was that most of the interesting puzzles came from having two clients at once. The problem is, why would I ever buy it? I'm making the same amount of money per person, but with half the amount time to fill each order. In fact, the farm size-increase also seemed like a downgrade. The larger my farm, the more I'm required to spend planting lines. I only used it once in the attempt that I won, because converting a four-line to a five-line was the only way I would have been able to fill a particular order in time.
So if I only ever have one client at a time, the game becomes really easy. It just takes a while. So it ends up feel like ten minutes of platespinning rather than an actual puzzle.
The game seems to have a lot of polish from a visual perspective. (Sound design notwithstanding lol) The graphics and animations made it pretty clear what was going to happen when I did various actions. The recycling animation was an example of a feature that isn't strictly necessary, but really nice to have since it acts as a warning when you missed something on your order.
Overall, I think there's a lot of potential here. I just think the puzzle design needs work.
A level-by-level structure would have given us two choices: either generate the levels procedurally, which would have cost quite some development and could fail, or have a finished amount of handmade levels. We made the choice to instead have a replayable experience (that we could easily do a paper prototype for) where the player could try to beat their score by optimizing their choices better. I think handmade puzzle levels would have been a great minigame feature though! Next time, if we have a bit more time, I'll think about it. Thanks for the idea!
About the multiple clients purchase: If you don't buy it, you can't really optimize your decisions, and you end up taking a lot more time to complete the game. But I agree with the fact that the downside of buying it (more risky) can make the player a bit reluctant, so maybe we shouldn't have added the deadline feature?
About the size purchase: It was supposed to be more useful later in the game, when you get more and larger orders. But in order to make the game a more enjoyable experience, we decided to shorten it a bit, and to make it a bit easier, which made the size purchase a bit unnecessary!
I think all of your mechanics were designed around the idea of the player replaying over and over to beat their old score. In that light, things start to make a lot more sense. The second client is suicide if you're struggling to win. But if you're trying to win in the fewest number of turns, a second client gives you the ability to fill orders in either order, so you can use actions taken from one order to set up the other one. But I think my first winning run took too long to achieve as it is. I don't really feel like trying to go for another.
Thanks for your feedback!
Even if the country music makes me a little crazy haha, it really sticks to the harvest theme.
I liked the other sound effects a lot tho!
Puzzles are cools, art aswell, etc... Gj team!
A bit complicated to understand at the very beginning but soon you get the point.
Really nice match between graphic and audio and when I "died" I lol'd" :smile:
Wanted to write a comment how it's usually not worth the risk to increase number of order requesters beyond two as well as land buying, but I see @zungryware has already all that covered in detail. Though I do agree, that it was choice to keep orders random instead of fully hand-crafted puzzles, at least for the jam version. Then again, I do agree, that hand-crafted content would be welcome, like a story element in between all other orders. For example:
* A client wants to have crops harvested in specific order;
* A client want gives you single seed of new type, and it must be delivered grown with some other vegetables;
* Reoccurring client always demanding bigger orders of same type;
Then again, I understand that is quite hard to cram that into jam schedule.
From technical side:
1. I am not 100% sure, but it seems that buying `order time extension upgrade` does not actually upgrade existing orders only the future ones? I had quite a few times, clients would leave in anger, even if I had an extra day;
2. Again, not sure if this is happening 100%, but it seems like there are cases, where the game prefers first client order, even if I have everything aligned for second client. For example: `client 1: wheat x2 + pumpkin` and `client 2: wheat (x2?) + pumpkin + 2 corn` would say I am throwing `2 corn`. Not sure if this is has to be a super set of the first one.
3. It would be really great to have a tooltip on each purchase what does it do. Especially for the first time playing. For example I had expected buying land would allow to convert single green grass tile to farmland instead of adding full row.
Other than that, the idea is great, the sounds are well placed, the pixel art is very cohesive and clear and the gameplay loop is very catching. Great job :thumbsup:
High score: Day 46

Yeah, I think those are great ideas that we could definitely have implemented if we had a bit more time ^^
I think we joined the jam a bit unprepared, after a week of work, and we could have gained almost a full day if we were better prepared and organized. The fact that we still managed to make a game that we're proud of makes me very motivated for the next ludum dare!
About the technical side:
1. Hmm? I can't seem to replicate this, it highers the deadline on existing orders when I try to, and they only leave when they hit 0 :o Maybe I'm doing something wrong?
2. Yeah, the first order is prefered, so in a few cases it seems weird. In this kind of cases I think the choice made by the game should always be the one that works best for the player, I didn't think of a better solution to that during the jam. I think the priority should go to the largest order, right?
3. I actually think the most important thing we could have added to the game is the tooltip thing, I definitely agree with you!
1. Yea, I couldn't reproduce this again either. Maybe I just missed, that is was the last day already while playing :joy:
2. Imho it should be sorted: `biggest number of crops` then by `least time left`. So as you said prioritizing bigger orders.
The audio was a bit obnoxious and I don't think added to the game feel much. I would have gone with making it a relaxed calm game. 😁
I really enjoyed this game while I played!
So, thanks for made this game! Cheers!
oH NoOo!
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I see a lot of effort here.
I really enjoyed!
I'm not sure about the puzzle difficulty, on one hand it seems ok but I think for more playability it might do with added difficulty as it seemed like I could beat the game quite easily without buying any upgrades.
Very well done, I really like it!
the only downside for me was that i was unable to know what the upgrades were before clicking on them (to be honest, i'm not even quite sure about them all, even after i tested them), but apart from that, it's a very cool game, fun to play!