Play game
Farmers' Market Frenzy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #75 | 3.833 | 3.833 |
Overall | #89 | 3.800 | 3.800 |
Aesthetics | #108 | 4.050 | 4.050 |
Mechanics | #125 | 3.567 | 3.567 |
Theme | #136 | 3.850 | 3.850 |
Sound | #181 | 3.300 | 3.300 |
Story | #195 | 3.083 | 3.083 |
Music | #231 | 3.383 | 3.383 |
Ranked from 60 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
2
Did you use any existing assets? If so, list them below.
SFX (from pixabay.com), background music (from Kevin Macleod incompetech.com) and "sparky-stones" font.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Really cool game! The art is so appealing and the animations are awesome! Great work to the team! I also never did run in to the selection bug 🤷♂️This game had a lot of nice touches that are tough to do in the time frame of 10 days.
Awesome job!
Thank you so much for playing and your kind comment! I'm glad to hear you had a smooth experience. ^.^
Loved playing this, was a bit easy once I figured it out but a great entry.
Enjoyed the different placement types as well, the customer was a good touch.
As stated by others, the selection was a bit hard sometimes. I think adding keyboard selection would have helped as well.
Nothing too bad though, and I was able to complete it without any issues, great work!
Glad you enjoyed it ^.^ - The selecting glitch has been fixed so it should be much smoother just from that, when I can update, but I will also get shortcut keys in post jam. Thank you for playing and appreciate the good feedback! ^.^
We have decided to update the fix in early just because it is impacting the experience more than we thought.
So, if you get a chance to re-test and let us know if the clicks are still a problem that would be really appreciated ^.^
Note: Didn't update to include shortcut keys yet, but will do that after the jam alone side tooltips etc.
Really fun take on PvZ, and cute theming! Enjoyed it a lot. Thanks for sharing!
Thank you for playing! :- )
Thank you so much! :D
This is a really good defense game! I found it amusing that you can place down customers like they're a kind of crop. The art is impressively detailed and the music and sounds are well chosen. I see that you're already aware of the selection bug, so I'll just say the only thing I felt was missing is a way to remove already placed "towers", like the shovel in Plants vs. Zombies. Besides that, awesome work!
Thank you so much for the kind words and playing our game! You know the age old expression - money doesn't grow on trees? Truth is it grows on the ground like a crop xD Haha. And YES! I forgot about that!! I requested specifically from loveroftoad (and then forgot) "I need an icon for removing them" and all I got given was a headache ;P haha (joking of course). Will be sure to implement that once voting ends, thanks again for playing and the feedback ^.^
Thanks for the feedback! I'm glad you liked the art, I've only been doing pixel art for like 2 weeks, so I appreciate your kind words! The idea of digging up your customer because-they're-a-crop made me laugh though haha. Thanks for again playing our game!
We have decided to update the fix in early just because it is impacting the experience more than we thought.
So, if you get a chance to re-test and let us know if the clicks are still a problem that would be really appreciated ^.^
Note: will do the feature update like removal, tooltips, shortcut keys etc after the voting. Just wanted to remove the selection issue asap!
I just replayed the game and experienced no bugs! Thanks for letting me know of the patch!
Great sprite work! I struggled a bit to understand what the different units did, and I had issues with selecting them like I've seen some other comments describing, but overall very cute and fun. I also like the music and the sound effects! Great work :)
Thank you so much for playing and the feedback! Once the game jam is over we're going to add a tool tips to the unit selection. We'll update the game page for the interim to help people since it's a common comment, thank you ^.^. And yes, unfortunately that was a bug introduced when I fixed another major bug. I've fixed it project side, just waiting for voting to be done so I can update it haha ^.^
Really really well done! Took a minute to understand what to do, but then it became kinda easy. Maybe this is just me, but my items would get "jammed", like I would have to reselect them to place even though I had enough money.
Thank you so much! And yeah, the balancing was a compressed test cycle right before submission haha xD. But, the issue you are experiencing isn't just you, it's a bug introduced when I fixed a more major bug when the jam went live, where they weren't being unselected when you didn't have money. Now the button is getting unintentionally unselected when you can still afford it. I have fixed it but waiting for voting period to end to update :)
We have decided to update the fix in early just because it is impacting the experience more than we thought.
So, if you get a chance to re-test and let us know if the clicks are still a problem that would be really appreciated ^.^
Definitely fixed! Although just a thought, I think it might actually feel better if your item doesn't get unselected when you run out of money. It felt a bit cumbersome to have to constantly go back to selecting my item, even though thats the only one I wanted to place at the moment.
Awesome!! Thanks for confirming and the awesome feedback. Honestly, that was the design debate I had.
I had a few options, one was how it is now, another is always unselecting after each placement, or the one you suggested. And i feel like I agree with the third option. Based on how people seem to naturally try play. So i appreciate the feedback!! when I implement shortcut keys, Ill rework it so it keeps the selected one selected when you get enough money. ^.^
Super cute with lots of polish and potential for more. The animations are adorable and I would love to see a riff on this style of game that goes in some new, exciting directions. The theme opens a lot of room for development, especially with the changing seasons potentially creating different obstacles or strategies to deal with. Neat stuff!
Thank you so much! We spent a fair about of time designing it to be easily expandable, i.e. new maps, produce and enemies are easier to add now. I'm excited to do post jam updates ^.^ Thanks again for playing and the feeedback!
It was really fun. Had such a good time playing it.
Also understanding really quick the strategic gist.
I just never understand why I would need the honey pots. But I never really needed them.
Incredible job done with this game!
Thanks for playing our game! We had big plans for the honey pots, but didn't have time to implement. We had two ideas. One was to have the pot crack and leave a honey puddle which would slow the enemies down; the other would be to fling the honey onto a forward space for some range action. Since we didn't have time to do either of those ideas, the honey pots in this version are just tanks...aka lots of HP but really cheap so you can use them to stall a bit while you get more money. But the game isn't balanced super well yet (to be worked on after the game jam), so you get money and win pretty quickly, so you're totally right that you don't reallllly need the honey pots at this stage. But they're cute ;- ) We appreciate the feedback!
UUh, I like that sound of the game being continued afterwards! Can't wait.
Really great work! It was a little confusing figuring out what each tower did, I feel like if I had played PvZ more recently than… 2009??? lol that maybe it would have been more intuitive. Great game overall, it definitely makes you feel smart if you can greed out the opening just right to sail through a level. Really cute art overall, though I think the Spring tileset felt a little busy, mainly the pink bits/cherry blossoms? that look pretty but visually command a little too much attention. I really disliked the sound of the enemies getting hit, sounded too much like clipped audio/noise, and found the money gaining sound to be a little harsh. Also noticed it was cutting out a bit at times? Maybe polyphony settings were low on one of the audiostreamplayers? one thing that could go a long way is throwing the sounds onto an AudioStreamRandomizer instead of just AudioStream - even if you have just one sound, you can set the pitch variation to like 1.05 and that way every time a sound effect plays it sounds a little bit different. :)
thanks for your in depth feedback, it's much appreciated! We definitely plan on adding a tooltip to describe what each tower does, especially since that's the main comment we have been getting. We also want to balance the towers/enemies a bit better once the jam is over just so you cant greed ~too~ much. I understand your thoughts on the tileset too... it's my first time doing pixel art so I'm still learning what works and doesn't work for people's eyes (i just think "oo pretty!" haha). I learned a lot through this experience and hearing people's feedback! We also will have to try out the AudioStreamRandomizer strat, because it sounds like it could be really useful, so thanks for that tip too! Thank you for playing our game! :- )
Very interesting about the audio suggestion. I haven't done a lot of audio work before, I like the idea. I typically play games without sounds/low volume sounds so I definitely need to get better with balancing them hahah xD thanks for the feedback and playing!!
it was a bit hard for me to decipher what did every placeable object but it was fun
This is great feedback! We've been hearing it a lot, and it's totally valid. We want to implement some sort of tooltip (after the game jam rating window) so it will be clearer. Thanks for playing!
that would be awesome , let me know when the update is live i would love to retry it
Well done, the art looks great :)
Thanks! I've gotten some good feedback on the art so there definitely is room for improvement too. I'm glad you liked it, and thanks for trying out our game :0
Very fun, reminds me of a far more difficult Plants vs Zombies. I love the art style! Great work!
We were definitely inspired by PvZ for this! Trying to find the balance between playable and difficulty was hard for the short time, but hopefully we will be able to update with better balancing to add some of that difficulty for players! And thanks for the compliment on the art style, it was my first attempt at pixel art! Thanks for playing our game :- )
Wish there was some way to kill the mice unless I missed something. Overall, good job!
The tomatoes should be shooting the rat once you place them down in the right lane! We are working to add a little tooltip or something similar to help explain what each thing does though, so hopefully that will help with clarity in the future. Thanks for playing!
They definitely do get killed by tomatoes, but you might be experiencing a very subtle bug i found and fixed after the jam went live. The bug is that mice don't "die" until after they can play the death animation, which is getting stalled by other animations. so you'll see them die inbetween a) attacking or b) getting hit in the game jam version. I fixed it already for post jam though, as surprisingly it wasn't impacting too much based on comments. Thanks for playing! :)
Made it!
Lacks a little bit of strategy but fun and enjoyable!
Congrats! We are working on balancing and adding new produce/towers/enemies to help with the strategy factor! Thank you for your feedback and for playing our game!
This was a fun little game. I didn't go too well for me but it was fun :D I like the art and music that you chose. Well done!!
thank you for playing! we're glad you have fun :- )
Very nice! I've always liked Plants vs. Zombies, and you captured that same type of fun very effectively, especially for a jam game! Excellent work!!
Thanks so much! ^.^
What a fun little game to play! I'm not the best strategist, but it was fun enough for me to try and dispatch my soldiers as effectively as possible. Makes me sad every time my bee falls :') I failed to get past spring but I'm gonna try again!!
Thank you so much! I'm glad you were able to have fun despite not being in your element ^.^ - if you want some pointers feel free to ask, but you got this! I believe! :D <3
Very cute graphics and nice choice of music for this classic game.
Thank you! I tried to choose music that would fit the vibe for each season, but still be cohesive! It was also my first time doing pixel art, so it means a lot that you think the graphics were cute!
Nice game! It took me a while to realize what the purpose of each purchasable item was, but solid game all the same! I think it would benefit from having some hotkey/shortcuts to select which item to build.
After the jam I plan to look into presenting the tower/produce info better, possibly a tooltip window when hovering over them. Shortcut keys could be good for sure. Thank you for playing, and the good feedback! :D
Itchio is having some issues when i try to attach a image so i'll have to do it with this instead: https://gyazo.com/481a7b4938a13e2ef54ae99afc878f85 (it's a tool i use for quickly sharing images, which then gives me a link for it). I think the text for the language selection drop-down bugs since it appears blurred.
I like that it has a continue button if you come back to the game, and about the gameplay i have a question: when a enemy makes it to the left side (the very last one where you can still place units) is there any way to hit the enemy in that same tile? The ones that started munching the blue thing, i didn't find any way to interrupt them.
Cheers, nice and fun game, and the art is ncie as well :D
Thanks for the feedback! We are aware of the drop down menu thing for the language selection, but we could not get it to work for the life of us... but we want to try to look into it to at least make it read-able and not blurry!
For your question, if you're fast enough, you should be able to put a tomato on that last square even if the enemy is on it, but otherwise, you're out of luck!
Oh i see, thanks, and you're welcome :D
Turns out the font for that drop down menu changed without me realising so it made it blurry. The size of that drop down is also huge and I dont know why, I plan to address it after the jam. And, second point, originally there was intent for the honey jars to have two mechanics, and one of those is if an enemy is on the tile you're placing it, it would do damage, break and leave a honey trail. This would have helped the last tile use case, unfortunately I ran out of time to develop it for the jam. Thanks again for playing and feedback :D
Oh i see, If you have time after the voting period i'd suggest adding that to the honey jar, it would surely help.
Thank you for the reply, and you're welcome :D