W doors
Wagyu_Dev
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Yoo what's good. I seen y'all make some more games, love to see it. Gonna check this out later. I notice y'all went extra with the CSS too, I respect it.
Real quick tho, you got a discord? Me and some of the Scream Jam 2025 alums made a new lil game dev community. We help each other with development and share our progress in there, some light chill stuff. If you're interested hit me up on discord. No pressure tho, y'all be easy, much love.
Sorry for the late reply, your comment was pending approval for some reason. Yes there is currently only one ending, I wanted to make a second ending where you complete the quota but I didn't have time to implement it. This was made for a game jam under a one month deadline. I'm currently working on updating this game. My bad Rika, I did not expect people to actually try and meet the quota.
I will be adding more content yes. When it comes to making it into an actual farming game with hours and hours of gameplay, I would need to come up with a more distinct identity that'd make this game stand out. For now, I think the short nature of the game serves its purpose of telling the stories I want to tell. But I guess we'll see, I read from some of the comments that the art style really resonates with some people.
Okay I managed to get it working with the recommended fix. As I've said before, I love the look of this game. Sprites are well made and the entire thing has a distinct personality. Animations are smooth and the swinging animation feels impactful. This game ties in the theme elegantly. I think the sudden change to night time is a great design decision. The switch in music immediately gives you the feeling of danger. Overall, this game is excellent and one of the best entry when it comes to incorporating the given themes. If I had to give some feedback, here are things I found based on my experience with the game that I think could be improved:
- The color of the tilled soil is too similar to regular dirt. This makes it hard to see at a glance which tiles are tilled.
- You should be able to see the your resources while browsing the shop. I don't think there's a good reason to make it a separate tab.
- I was stuck for quite a while after trying to enter the maze area at the northwestern part of the map. My character went off camera and I had to wiggle my way back to the screen. Might be a good idea to block off the entrance to the maze if the player isn't supposed to go there.
- You can't really predict which sides the enemies will be coming from so it's a guessing game on where to plant your defensive crops. In the early game, you can't really cover all 4 sides of the arena with defensive crops and once you do have a defensive crop in each side, you have to get lucky with the enemes' pathfinding and hope your crops are in range.
- Lastly, this is super nitpicky but I think the game would do well with a dedicated "interact" button so I don't have to swing at the merchant.
Congratulations for your first game. As others have said, you pretty much nailed the atmosphere. For your first time learning to code it's actually impressive how much stuff you managed to implement. It's good to be critical but you don't have to be too hard on yourself. We all start somewhere and once you get efficient with implementing stuff that's where the fun begins. Hope you stick with it and I'm looking forward to what you'll create.
Thanks for playing. It's actually a rip off of Harvest Moon: Back to Nature for the PS1. I really recommend it. But shout out Eric Barone, he's one of the greatest to ever do it.
On some real stuff though, it's a farming game so there's bound to be some similarities (prepare soil -> plant seed -> water -> harvest). I tried to innovate with some stuff but I don't want to be different just for the sake of being different. Given the relatively long development period, I saw this jam as an opportunity to innovate on the narrative side of things instead of just surface level gimmicks. However, I agree that I could've done a better job with the game's structure (and level design I guess).
Oh btw I just got my Switch, should I get Links Awakening or Echoes of Wisdom???
It was quite enjoyable. Looking forward to post-jam updates. Speaking of, I found several minor bugs:
- You should set the current hovered interactable to null when the player isn't looking at any interactables. Currently, I can play the monologue for the cooked family inside the house while I'm nowhere near them by pressing E.
- I equipped and unequipped a tomato seed item and it got stuck on screen for the rest of the game
Of course man, I'm happy to give feedback much as I can. I also saw some of your screenshots on discord and this was the first game I tried lol. I'll be checking out your other games at some point too, really love your art style. Oh and for the wood stuff I was thinking, instead of lowering the amount required it would probably be more interesting to add new unique ways to harvest wood.
Great execution, love how it's completely dark at night. Audio and VFX feel good. Only problem is you literally have no reason to plant anywhere else but closest to the enemy spawn point. I then realized that you can plant on top of another plant so I just put all my units in that one square and it's over at that point. I couldn't even see the enemies no more.












