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Seedy Company's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3952 | 2.706 | 2.706 |
Presentation | #4144 | 2.471 | 2.471 |
Overall | #4557 | 2.314 | 2.314 |
Enjoyment | #5508 | 1.765 | 1.765 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
A farming sim, but you're in the role of the shop keeper instead of the farmer
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Sorry you didn't get to finish the game! I like where this is heading, and I feel like this could become a nice little game to scratch the Stardew vibe itch without the commitment. Would love to see if you update this after the jam with a finished version.
Definitely want to at least finish the main gameplay loop and see how it feels.
Really interesting concept, feel like this would be a really fun game if expanded to completion. I think the core gameplay loop of setting prices and watching the farm change is pretty solid, but I would like to see the moral aspect of this expanded on if you continue working on it. Perhaps having multiple farmers, with different personalities and budgets, and you’re forced to decide whether to cater to the beginners/hobbyists which adds more personality to the town, versus stocking expensive items for the bigger farmers resulting in more profit. As it is, I think the aesthetic and visuals are very cute and cozy!
I understand the game is unfinished, but one thing I thought about while playing was the minimal feedback from the farmer and no real clue what things how much money they have. It would have been nice to know if the farmer happily bought everything and wished there was more for sale (you under-priced), they tried to bargain but bought everything (you were right at their threshold where they almost skipped something) and so on. I think as a game mechanic it should probably not be fully transparent either.
I also felt there were lacking clear information about my own costs, both for restocking after sales but also monthly upkeep. Because if there’s no cost beyond buying new goods, why should I not just keep prices as low as possible to keep the farmer as happy as can be?
Thanks for the feedback. Having the farmer and the store owner have budgets was something we ran out of time to implement. Definitely something required for the game to actually be fun.
I found the loop a little slow, I'd like to see more than a few fields change a day! The concept of selling items to influence others is really interesting though
Note: game is unfinished. The main gameplay loop of picking items and the farm updating is mostly done, but there is no economy, and no success/failure states.