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RPG Mania IX Submission - Farming Thing IDK Yet's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #6 | 2.333 | 2.333 |
Visuals | #6 | 2.667 | 2.667 |
Overall | #9 | 2.000 | 2.000 |
Story | #9 | 1.667 | 1.667 |
Audio | #10 | 1.667 | 1.667 |
Characters | #10 | 1.667 | 1.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I thought it was really funny when I first approached the sign right next to my spawn position and did a huge dodge roll when I pressed space to read it, that took my by surprise. I'm glad you have a foundation to start from. I don't know what ideas you had originally for gameplay, but leaning into the dodge roll and having a farming sim with combat sounds fun to me.
lol the roll animation cracked me up too, it was my first time ever animating something. Thank you for taking the time to play and leave some feedback. Stardew valley meets pokemon is the idea, obviously have a loooong way to go to get there though. this is just my first crack at it. I'll probably start from scratch again some point soon and take what I learned from this time.
This truly is the Dark Souls rolling of Farming Games. An interesting start... I guess, not a whole lot to chew on, though the movement system works fine and the style looks fairly unique.
So what was the finished product supposed to be if there was such a thought process?
edit: sorry for the essay lol
lmao true, thank you for taking the time to play and comment :) Credit for the movement (and camera, collisions, and basically all the code) goes to Shaun Spalding and his Gamemaker Action RPG Tutorial. The world design and art is my own.
The vision is something of a Stardew Valley/Pokémon hybrid where you can turn your crops into "pokemon" and battle, farm, explore, etc. Pokemon was always lacking in world feel/lore and got carried by how cool the actual pokemon are, while Stardew Valley has the opposite problem: the narratives/world are a blast to explore but it does not have any pokemon. Which is biting off wayyy more than I can chew, clearly, but it's the "dream game" I want to work towards eventually. I have pages and pages of notes written about mechanics, NPCs, yada yada. e.g. Typing will be decided by plant species (i.e. capsaicin peppers, fruit bearing plants, cucurbits, etc.) with mon designs inspired by their real life counterparts and evolution stages from seedling to mature plant to harvest ready. The structure of nature itself lends really well to this approach for typing/evolution and its easy (but time consuming) to build out a simple roster of creatures following these pre-existing guidelines. Reading for a couple minutes on the Wiki of any given species leads to multiple new ideas.
I probably won't keep anything for the next iteration of this game, but it was a great learning experience working on tile sets, animations, rpg world building, etc. for the first time. I'm glad I participated in the jam, even if it didn't exactly go to plan.