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(+1)

I really enjoyed playing that one. The game-loop feels very nice, also playing around with the different upgrades. I preferred sticking with only 1 plot in the end, and then just maxing the sentience of the customers and growth speed (since with 33% seed return you end up spending most cycles on one plot anyway), so in that way definitely offers some variance in gameplay and optimisation :) The art is charming, obviously simplistic but it's sweet. I can easily see this extended beyond the 10-days and e.g. adding different crops to grow etc., would be fun. Admittedly, the "seamless" loop feels kind of artificial though, but that's the only criticism I have.

thank you for playing and extensive review! this is really good feedback and it's cool to see you went along this path of gunning for sentience! i've seen some of my friends playtest and everyone has gone different routes with the shop and it's super cool to see.

and yeah the seamless loop was the last thing i had to design right before the deadline haha

(+1)

I totally get it, many games have kind of an artificial solution for the seamless loop (me too I'd say), it was a difficult limitation to really implement well :)