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Autofister: Blossom and Wither's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Ambience | #6 | 4.133 | 4.133 |
| Theme | #7 | 4.133 | 4.133 |
| Overall | #12 | 3.627 | 3.627 |
| Innovation | #17 | 3.400 | 3.400 |
| References / Humor | #21 | 3.533 | 3.533 |
| Gameplay | #29 | 2.933 | 2.933 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The audio design is really good, especially for the chatting noises for Gigi and Ceci. It would be great to be able to tell the difference between planted and empty plots since both look the same. By the end, I have so many seeds but not enough plots.
I heard this one was lengthy so tried to set aside a good chunk of time for it but still ended up being unable to fully finish, but I still thoroughly enjoyed my time playing! The graphics, audio, and gameplay really nail the vibe of an early 2000s farming RPG, but the implementation still feels modern. The cave gameplay is definitely the weak point, I found aiming Gigi to be a bit challenging. That said, I thought the two enemies that are in the game are designed well and complement each other well, and combining the two made for interesting encounters. Great work, excited to see this develop more if you keep up with it!
Oh man, this is something.
Just an FYI, my game crashed on day 12, so this is based on reaching that part of the game.
The story, was peak cinema. The moment where gigi hears the news and all of the music just cuts, bro, it was such a good and atmospheric moment. on the topic of music, it's very chill and brings me back to councilrys rpg, and that's always good. The dialogue is good, and that it takes two and a way out reference particularly was very fun.
I can appreciate the simple enemies and combat, it was very easy to fight in the mines. But that's also it's downfall. The enemies are too easy and simple to fight for longer than 10 minutes total, so after the 20 mark, I already did not want to go back in the mines. A lot of it could've been fixed with one or two other fighting moves, and a couple other enemy types. An ore counter would also be nice, an inventory even. I did not know how many of each ore type I had, so it was just hoping I had enough to get the next whatever.
It's a solid game that could use some more features in the fighting department. Of course everyone did a great job, but props to the writer and audio designers, those were the best parts.
ps. if there's something I missed, because the game just up and went nuclear on me, I might rethink to play it till the end. But as it stands I don't want back in the mines TwT
Thankfully, the known crashing point is right near the end of what we were able to get done in time for the jam, so you didn't miss much. Look forward to our full release though! (It hopefully won't crash) The team is very pumped to continue working on it.
That was an unexpected twist! I love the story, it was so good. And the BGM, so good! The PS1 style fits so well too.
The gameplay was good too, just a bit repetitive and the aiming was a bit awkward, but nothing game breaking. I enjoyed it.
And all this under 2 weeks, it's really impressive! Great work!
Wow I didn't expect the story to head into THAT direction, such cool twisted for a farm game! The story was cute seeing the two interact and heart breaking when it reach THAT and it can also funny too! Sounds are great too, I like the detail of it stopping at a certain day for dramatic effect. Impressive to get a well rounded experience within the Jam time, Awesome job!
Who was in charge of BGM in the Cavern? BECAUSE BRO! The intense feelings of nostalgic and atmosphere shivered me a lot! Props to the composers!
Noserus handled all of the BGM. You can find his release of the track here: https://youtu.be/d6MZiiSBjyE
As Milia mentioned, I handled all the arranges. The dungeon arrange in particular was inspired by "Water Prison" from Ys Origin and "Crystal Teardrops" from Symphony of the Night. Thank you for the kind words! :)
It also reminds me of old games's ambiences like Donkey Kong and Chrono Trigger! The choice of instruments really made me feel immersed in the cave! Once again, my applause, man! (Google Translate)
I have a lot of feelings on this game, mostly good. I thoroughly enjoyed it-- the writing is pretty good, I *really* love the music, the modeling is lovely and the game has a particular vibe to it that is just perfect? I saw the "twist" coming from a mile away, but damn it really *really* made me want to lock in. I find myself really worrying about dying in the cave and not being able to talk to Ceci, or just kinda dreading what was to come as the days ticked by. Also I adore the enemies that shoot up and then try to fall on top of you, I don't know why they were like really fun to play around as an obstacle.
That said though, I am uh. really washed and those fucking birds destroyed me many times. Which I think led to my crash around Day 16? I gave CC a module that night since I could afford it and then it just crashed. Definitely get the jam scope creep though, it does seem like this game has *a lot* of edge cases to consider, considering the days you can do things, dying skipping ahead days, the time-- so on and so forth. This game is very long, especially with the jam time limit though, which is so cool. This is like, one of the most expandable concepts ever and it's just great.
Everyone's already said it and I do agree, gameplay gets really repetitive. I am not exactly a grind kind of person, sometimes I really am, but with the same two enemies and not really any changes in the cave, plus the resource demand growing really high, crashing that late in the game felt `real` bad. I'll definitely be giving it another shot, I need to see the ending real bad, but damn...
Thanks for playing the game, and I'm glad you enjoyed it. I think us focusing on making a game that we can expand on post-jam instead of focusing on making a game that's full self-contained for the jam does hurt the enjoyment of the jam build a lot. But hopefully our improvement post-jam will alleviate those problems.
Gigi's and Ceci's cute yapping gibberish noises that play during dialogue are the oh so delicious icing on the yummy cake 😋 I enjoyed playing this game.
... I cannot emphasize enough how much I really like those Gigi and Ceci noises 🥺and I like the music too!
Gigi's "yam" always makes me smile
Wow, this game wasn't at all what I thought it would be. As background context, I'm not a big fan of farming games or cozy games. It just isn't really my type of genre, so I held off on playing this game for quite a while because of it.
I won't go too much into critiques because I see almost everyone here already said them (enemy variety, grindiness, crashes). Most of them can be chalked up to "game jam time pressure". And I understand. So I'll focus a bit on concept and potential.
I'll start by saying... as someone who hates the farming game genre, this game actually got me more hooked then almost any farming game I've played.
In a way... I feel like this game almost feels like a subversion of the genre. Or a deconstruction of it. Maybe I'm reading too much into it. But the twist caught me completely off guard and I suddenly found myself way more engaged then I thought I would be. If anything this game shows just how important story is at changing motivations in a game.
Anyways, I think this may be just me but I actually found that the game changed from a Cozy game to actually quite a stressful game. But in a good way (for me). As in... I was really engaged. I was taking more risks trying to get every scrap of material and seed I could in order to make sure I could afford the modules every day. I was thinking about how to optimize my planting, and I was making tough decisions between buying upgrades and buying CC modules.
I do not know your design intentions, but I feel like I would enjoy a game that doubled down on this aspect of the game, as it really is kind of heartbreaking to see CC slowly degrade, and I think that emotional drive can be a powerful motivator. As you start to work tirelessly to prolong what could potentially be an inevitable end, I could imagine a lot of cool moments and great storytelling potential here.
You could work tirelessly to spend every last second trying to extend CC's life as long as possible, but in turn be barely able to see her? Or you could take it a bit more slowly and spend some moments just enjoying the time they have left?
You could make small interactions where things become harder and harder for CC, and maintenance tasks become more complicated and more demanding over time.
There is a lot of potential for some really powerful moments here! I think... if you guys decide to continue onward, I think the key to focus on (besides the other things people mentioned), would be presentation. There are some cool tricks you guys do (like muting the music for one chapter, and giving CC little animations) but more is always better. The writing and the concepts are already there, it's just up to presentation to give the story justice!
Good luck, this game is definitely one of the coolest ones this jam. I think it's really funny thought how both this game and my game have a somewhat similar base premise but the story is almost... reversed.
Thanks for playing the game, and I'm glad you enjoyed it so much. Your analysis of the game's design, how it makes you feel, and your suggestion for moving forward is almost exactly the same as our discussion when designing this game. Feels like you were actually in our chat and reading our messages! We're still working on the game post-jam, and will be expanding the game in this direction.
I took a break from my crippling fantacy life ddiction to play this game some more, that's all the praise you need for it. Its a fantasic peice of work with amazing dialouge, lovly astetics, and i love a bit of farming. Even if it can be a bit grindy but hey, i live for the grind. at least in video games..
I also don't know if anyone encountered this bug in the comments, but one night after buying upgrades I was unable to enter the house and ended up passing out. I did feel a bit bad for not winding up Cici and felt like i was punished for something that wasn't my fault. (also , sometimes it feels like the punch hitbox is too small and i don't hit enimies right next to me. that's probably mentioned in other comments however so i wqont linger on it ) still, the whole thing was pretty nice otherwise, the timer being more forgiving then i expecting. Still, loved the game still!
Thanks for playing the game, and I'm glad you enjoyed it enough to break away from your addiction. We've never encountered or heard anyone encountering the bug you described that prevents you from going inside. We'll make sure to take a look at that.
I really enjoyed this game.
The sound bites when playing dialogues are great and the musical pieces chosen as BGM are perfect.
The story also got me hooked and the way you could feel the tension at a certain part of the game with the absence of BGM was done very well.
As others have pointed out, there needs to be better player feedback when hitting an enemy, maybe a more visible flash of color or some particle effects would help. Same as when taking damage, maybe consider adding a quick camera shake.
The mine section felt a bit repetitive with only 2 enemy types and basically one cave layout, but I understand it's because of the jam's time limit.
Some issues I got in my playthrough:
- I got CC's part the first day it was requested (I was saving up for an upgrade and happened to have enough for the part). The next day I didn't have enough to get the part so I tried going home after the mine got me low on health but every time I stepped in the house, I got teleported back to the field. I eventually went back to the mine and got my HP to zero to move on to the next day.
- When upgrading the armor, which seems to raise max HP, Gigi's HP doesn't go up to fill the additional HP gained. So the upgrade is only useful from the next day.
- I also got a dialogue telling me how I could upgrade armor at the shop, but I had already upgraded my equipment before that, which felt weird.
I really want to know what happens next in the story! Looking forward to the completed game!
Quite the fun game, very much reminds me of those Stardew Valley caves.
I think most of the critique I had on this game has already been told, so I'll try not to repeat too much. That is, relatively repetetive gameplay, dungeon layout and enemies. Another critique I'd have is, that it'd make reading a lot easier, if clicking on "Continue" revealed the full text before jumping to the next dialogue.
Also, it'd be nice to have other ways to use seeds and ores for, or maybe sell them to get to the 5k gold goal a little easier. On that vein, maybe make hovering over the items in the inventory tell you what they are - Since the design doesn't make it completely apparent, at least to me.
Nevertheless, I was positively surprised by the sudden lore drop around the end, and sudden story turn-around. Likewise, the small jokes sprinkled here and there made reading it all the more fun. The music was a delight to listen to and especially the Gigi talking SFX really made me laugh. "yap yap yap".
Disclaimer for anyone that happens to get their controls locked by CC!
If you try to talk her to again, you should be able to unlock yourself!
Nice "little" game! Reminds me of stardew valley where i for sure did get addicted by the dungeons xD
Though there are a few things i should mention here:
- It is a REALLY grindy game. getting diamonds takes a lot of luck and can take up multiple days until getting enough for an upgrade/CC's module. in the end the whole game based around getting enough diamonds since i had WAY too many of any other thing (my whole field was filled with large seeds everyday by the end of the game + had 80+ iron/bronze).
- The caves are really repetitive which makes the grind less fun than other examples like that. It would really help if enemies gets stronger the further you go and getting rarer ressources the further you go, thus having a more consistent way of when you get what (maybe starting at deepness 5+ you start getting at least 1 diamond guaranteed or something). having randomized cave layout would most likely break the scope of a jam game, but that would also help.
- As others mentioned already the damage feedback is barely visible on enemies when hitting them. same can be applied when you yourself get hit. The visual indicater can definetly be improved
- Destroying all the crops can take up quite a bit of valuable time you could use for grinding since the attacking animation takes a bit until you can move again. by the amount of crops it can definetly take up quite a bit of time. I know what you went for though as gigi being gigi that really fits.
For the writing i really enjoyed it! Athmosphere, Music too! But that Ending man XDD (insert inaff ina face)
Thanks for the thoughtful review. I'm glad you enjoyed the writing and the ending :D. We are well aware of the problems that you brought up and will definitely fix them post jam.
This isn't the first doomed yuri Autofister fanfic I've seen this jam, and I pray to God it isn't the last.
The gameplay's largely repetitive. It's a little more than challenging to gather the resources needed to help out Justice while managing the cost of Cece's repair module, but I suppose that's the big decision you have to make. I don't know if there's some wiggle room in letting me skip a day of getting the repair module, but I'll be damned if I don't see Gigi punch a hundred rooms' worth of rocks to get the materials for the module.
I never got to see an ending though, if there was one. I think there was a memory leak somewhere (or something, idk, I'm not exactly a programmer) and I was cranking Cece's key in the morning like always, but after maybe seven cranks the game crashed and everything froze except for the bgm which kept playing.
If you all ever consider revisiting this post-jam, I'd love to see more variety in everything. There's so much potential for expanding on the ideas you all have already laid out here; i.e., more crop variety, more enemy variety, bigger and more expressive room layouts, attack variety (combos or the ability to buy them?), etc. Like I said, there's so much potential in this game. Would almost be a waste not to do more.
I think my only regret was having my game get cut abruptly because of that crash. Other than that, a wonderful submission to the jam, and congrats to the whole team!
Thanks for playing the game, and for the very thoughtful comment. We're definitely planning on continue to work on this game post-jam. In fact, the reason why the game feels repetitive right now is because a lot of the game design was intended for a longer gameplay loop with more variety in activities, but we have not implemented them due to game jam time constraints. Enemy hit effect being a lackluster is also a problem we are well aware of, but couldn't fix in the jam time. We're sorry for the crash, and if you ever have time, we hope you can play the game again and experience the whole story.
If that's the case then I commend you all on properly limiting the scope of your game to within what's feasible for the jam. I personally am so bad when it comes to managing scope creep so in a backwards kind of way I get wanting to put more things that make sense but having to hold back to meet deadlines. I definitely will be checking out the game again, and I'm looking forward to seeing the post-jam release, whenever that will be. (No pressure! Y'all develop in peace now)
Again, congrats to the whole team! :D
I'm sorry the lockup happened to you! After looking around I believe I found the reason. There was a bit of an oversight on her dialogue and for two hyper specific cases in the build, she has none to use despite requesting it...but she still locks your movement. Thankfully its not a true softlock. For anyone else this happens to, try to interact with her again and a dialogue box should appear! That will unlock your movement!
You got the theme down so well, especially the angst when I thought I would have to spend all my materials on CC modules till she died of me not being able to afford one. The way you need to wind her up more each day is also really good. A bit grindy but I play Runescape so this was nothing, especially with 2 of my favorite songs as BGM.
Thank you for the compliment! The game definitely feels a bit grindy, and we are well aware of that during development. But since we're planning on working on this game even post jam, and turning it into a fuller game experienced, we had to leave in the grind in order to work on other aspects of the game loop for the jam.
amazing game and story, sadly got crashed like at day 11 but i ruined my gameplay beforehand anyways lmao
didn't figure out i had to water the crops till day 6 so i spent my first week in bankruptcy (which kind of came back to bite me on later days due to slow kill speed)
the story is lovely and they both do feel really autofister, really good job on that behalf
the music is really good and fitting, loved it
sound design wise it felt ok at least in terms of feedback and some sound choices. there's one in particular where i didn't realize when i was hitting enemies and noticed way later there's a sound for when you're hitting them, which was barely noticeable
the gameplay felt sameish at some points but then my own fault since i didn't upgrade till late which did impact a lot, but the base idea is there and it feels good. also the iron drop rate and those birds that i hate ruined my life, not sure if the regular rocks do drop stuff or not? i recall getting something from the previous update regular rocks
also something weird with how the punch works inside the dungeon:
- sometimes it rotates half of the way of where the mouse is aiming and sometimes it does a full rotation
- when you're moving it usually first takes the move direction priority to where you hit then it fully moves to where the mouse is aiming which feels off at certain points (gotta move, release the direction then hit with the mouse which can be odd at points)
but overall the ambience, the music and the gameplay were really chill and fun to play, lovely game
Thanks for playing our game, and I'm glad you enjoyed the story! We're planning on keep working on this game post-jam, and are aware of the issues you brought up, so we will working on fixing them. Sorry to hear about the crash, but if you have time, I hope you can play the game again to experience the full story we have in the game.
Absolutely love the vibes in this game! The ambience, the bgm and the lighting really makes this game feel soothing. Love the story too, I can't believe the legendary cure-all was just right in front of us all along.
Gameplay wise, I do wish it was less grindy, especially when there's no upgrades yet, since everything takes forever to defeat.
Maybe 1 suggestion is to implement progression to the cave, so enemies get more HP and atk the deeper you go, then make it so cleared stage cannot be cleared again until the next day. I think this will make the armor upgrade less redundant too.
Great job! Thank you for participating!
I'm glad you enjoyed the game and story! The game being repetitive is an issue we are well aware of an plan to fix post jam. Dungeon progression is something we already planned from the beginning of development, but had to put on hold due to the jam time constraints. We hope you will play the game once we finish the full version.
That's oomf
After a day of bugfixes its finally playable!