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Harvest Gloom's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Uniqueness | #1 | 4.875 | 4.875 |
Enjoyability | #1 | 4.375 | 4.375 |
Theme / Secret Requirement | #2 | 4.625 | 4.625 |
Farming | #3 | 4.375 | 4.375 |
UI | #7 | 3.500 | 3.500 |
Bug Amount (5 Star is no bugs) | #9 | 4.125 | 4.125 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Pretty unique and straightforward. There's some jank with the hitboxes, and it wasn't clear what my inventory limit was for kidnapped people. I was also unsure on whether the ratings (F-S) were for how much you can harvest from a person vs. how much that person can harvest from others by being placed in the magic circle. The music being distorted Country was a nice touch but the loop was too short.
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Comments
Nice entry! Loved the theme and the mechanics are pretty well implemented. The flail trick is especially fun to use!
The only thing that felt off is that I think the character's hitbox is a bit bugged. I got hit but bullet that wasn't on me an awful lot of times ^^' Also I sometimes could not harvest people and didn't understand why.
Loved the graphics and characters. Also love the word play haha!
Thanks for the feedback! Looks like you got our trifecta of bugs, sadly. Glad you enjoyed it.
Aw man I love this, it has such huge potential. I think the thematic details (human farming, etc.) really draw me in and I want to know more. If you work on expanding it, I would love to see some story lines. There are a few minor annoyances that can be easily cleaned up - entering dialogue should be based on clicking or pressing a key instead of proximity based, there are a few black boxes on top of other content that made it look funny, and there doesn't seem to be a way to heal on the farm (or a consequence if you die?). I will be following for updates! Also, can you put in the description which author contributed what to the game?
Glad you enjoyed it. Would definitely like to expand upon the idea (and really fix it up). There are consequences when you die, but I think our way of conveying it need a few more passes. Essentially, you'll lose 25% of the humans and resources you were carrying, though it was fairly forgiving because we had it round down.
Thanks for checking it out. I put some credits on the main page now.
Crazy cool Cthulu farming game. Very interesting game idea, I think this was one of my favourite submissions so far. Great work, don't stop creating games, very creative idea!
Thanks. Glad you liked it. We had a blast with this one and plan to do more! Likewise, I'm going to have to check out some of your other games. Any favourites you'd recommend?
Good to hear! I'm looking forward to the next Ludum Dare, only a month to go lol. I have quite a lot of games on my itch page. Here's one of my favourites I made you can try if you like, it's a Doom-like FPS I made on Unity a while ago
https://thesoulgrinder.itch.io/knight-metal
This is such a fun concept and Cthulu's PogChamp ponderance made me suck water into my nose while drinking xDD Tutor was super helpful. It took me a second to get the hang of, but I like the idea of farming humans and having them collect for you
Thanks for playing! I was debating keeping some of the meme text, as it was first put in as placeholders but I'm glad I kept it in. Originally we had bigger ambitions (more variety in traits, bringing people with you, an academy so humans could teach others their traits) but as always with these things, we had to scrap a lot of ideas. How did you find the balancing mechanics / difficulty as things progressed?
Absolutly love the theming/idea. The crunching of bones was my fav part c:
I do love the concept of human farming :D The catching ranch music in contrast to the dark theme is a delight to play with. Kudos!
Bug I found was that I can't use the tentacle at around day 3. I think I broke it for overusing.
Thanks for playing! Glad to hear you enjoyed the music, all music/sound courtesy of @porkrind. We fixed a handful of bugs, not sure if that one was fixed though. Unrelated but if you found that you were getting a lot of blood, turns out all traits were only applying to blood collection, AND every second the collection rate became faster.
Been meaning to try out your game as well, it looks super polished and looks like its getting great reviews!
Great graphics, catchy music. I love your interpretation of "human resources"--makes much more sense than the traditional definition. :) The resource collection and building system is impressively sophisticated, and the writing is humorous and fun.
Note a minor bug: After ending a dialog with the tutorial character, I would get his last line one more time before I was able to start a new dialog with him.
I loved all the different kinds of contextual actions. However, I am not sure that the arrow keys are the best choice for the action controls. They are a little out of the way on some keyboards.
Lastly, this might be just me, but it took me a while to figure out that "BACK" was short for "Backspace." :)
Thanks for playing our game, super glad to hear you enjoyed it!
Good catch with that bug, it's fixed in our latest version, along with some pretty major balancing issues (all traits applied only to blood collection, and collection got faster every second lol) We also changed the exit build to Q (backspace still works though) because you're not the only one who took a while to figure it out ;) Sorry to hear about the control scheme though, we're not sure what would be best for the 4 options but we'll keep that in mind for the future.
You could consider I, J, K, and L. Those are the mirror positions of W, A, S, and D.
This is what Blasphemous does and I think it works really well. Just a thought.
Keyboard controls for action-y games will forever be the bane of my existence!
On the last game jam, we tried IJKL after switching from IJOK. With each choice, reviewers each wanted the opposite or they wanted the arrow keys.
...Time to make a script with all 3 options ready out of the box :P
Oh, and thanks for checking it out!
Multiple sets of responsive keys is also an option (as long as they don't overlap)!
In a commercial game, the correct answer is "keys must be remappable," but in a jam game, I don't think it's worth the time investment.