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(+1)

Hi, thanks for the feedback! But a lot of what you're critisicing here is made to be that way by design (except the tutorialization of the controls specifically, which I wanted to add but was running out of time and energy); the idea is that you start low with lots of little inconveniences, and little by little you get improving your little "crop factory" by getting upgrades. Those initial limitations are kinda what makes that growth fun.

As for the "selling zone" or button in the UI (I assume you haven't progressed much past the initial fases) there is an upgrade for that; a sort of UFO cash register that abducts fallen crops.

For the finicking around with the watter bottles; yes, that's on purpose; half the gameplay of this game is toying around with the physics.

I'm sorry if I'm coming off as rude or unappreciative of your feedback, but I really not see how these recomendations take my game into the direction it wants to go, and I feel like it's just kind of a thing of it not being your type of game? I dunno, maybe I'm wrong on that °^°


Either way, I really appreciate that you took the time to play and criticise it constructively! Thanks a bunch!

(+1)

Hey, Niko! Oh, I see. Yeah, most likely it's just not a game that I'm used to playing. I thought that inconveniences were not polished features but turns out they're the key distinctive features themselves XD

Yeah I was unable to progress at all - "finicking around" with bottles was too hard for me and was taking ages XD

Now I wanna rephrase my initial feedback: The game is made perfect as intended - initial limitations are very immense :) Still love the art!