I was defending my stand from rats and thieves alike, but fellow farmers as well? I'm shook how low some people can go....
ZokiDev
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Ah, a fellow farmer I see. Mind if I buy some produce for next year?
As for the content, we barely had any time to complete the game so what's there has been haphazardly put together in the short amount of spare time we had. Most of the content you mentioned was planed and the murderous stand seems to be a bug lmao.
Interesting concept, do you plan on continuing working on it after the jam? Have you heard of Into the Breach? Has a story about traveling back in time to prevent giant bugs from overruning the world. Feedback wise I think when it comes to 3D platformers it's smart to have an artificial shadow directly under the player character so we know where we are located for precision jumps.
I had a chuckle when I first pressed space and turned into a pancake
The game is fun and the castle has a real sense of scale. My only gripe is the camera controls (sensitivity is a tad too high, but you get used to it, bigger problem is the limits at looking up and down, really noticeable when going on staircases). Never thought how many posibilities in level design you can have just by being able to go flat. Will revisit the game later to finish it and see if it got any updates.
Freakin knew the chiken were up to something!
Okay this was a fun one, just the humor and hidden details makes it apparent someone put a lot of passion in here. The idea is very creative, the two phases being codependent for the farmers survival. Some controls could have been more obvious (eg. right clicking with shovel gives you the shovel action menu) and it feels kinda clumsy switching from all the stuff (especially enemy drops), maybe enemy loot should have been just a value to see how much you can feed your plants, it's not exactly easy to feed the plants while being both attacked and having the timer tick down. Also I'm not entirely sure what feeding my plants to the max does? Extra drops? Should have been more obvious.
But don't think I'm complaining, the sheer amount of different mechanics implemented in this project is great, and again, the details, I love the details. I also love how the plants have carnivorous nightmare versions in the nightmare lmao
Dat cow got some moves tho
Lmao where did you find the death scream? :'D
This game reminds me of Fireboy and Watergirl, used to play with my sister when we were younger. An interesting game for coop as well as dual character asynchronous singleplayer experience.
Bug I found: When you stomp on spikes you end up standing on them, not dying
Okay I love this game. Are there more than 3 levels? Asking because there's a portal at the end but it's not ending the level once I get to it.
The sound effects can be a little hard on the ears (especially when changing volume mid sound) and some of the background bricks really trick the eye, they look like they're in front. Other than that this game is pretty much what I envisioned for the theme and more.
Also probably due to the industrial environment and gem graphics but it gives me vibes of an old DOS game named Crystal Caves, probably the first PC game I had
Honestly one of the most atmospheric and polished games out here. The team really knew what they were doing and delivered. I could say some parts were frustrating, mainly finding the final element but those are really minor things.
A detail I really liked is how we can find rocks that got rammed into the body, probably just dust but for us gargantuan spikes :D
Game gave me Kurzgesagt vibes
Haha I like em fast!
Yeah the dimension trap was unintended but now I'm thinking of all the new possibilities to use it (against enemies?) or how to solve that, should the bunny be trapped as is, should the switch fail when overlapping an ethereal tile or should I straight up kill the bunny when switching into a tile?? Well, the last one may be a little too extreme but we'll see!
Thanks and you're welcome uwu