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Forest Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art / Graphics | #7 | 4.692 | 4.692 |
Sound/Music | #8 | 4.538 | 4.538 |
Controls / UI | #21 | 4.000 | 4.000 |
Overall Fun | #34 | 3.846 | 3.846 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have competed before, how has your game changed?
The game mechanic was completely reworked. Instead of route planning, it is now a turn-based puzzle in which you must achieve a similar goal in a limited number of rounds.
Genre #1
Puzzle
Mystery | Advenure
Rating #2
Family Friendly
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Comments
Link to VOD:
(will be live at 9pm EST)This game is so cute! I adore the graphics, the color choices, and the soundtrack so much! It really gives a sense of peacefulness to match perfectly with the calmness of the game itself. I really want to know too, what font did you pick? I have need to add it into my font library if at all possible, it's so nice! I really appreciate the simplicity of this game, with the puzzles slowly getting more difficult as time goes on. Some seem a bit impossible, but I'm sure it's more me not being able to plan moves ahead very well, versus the level actually not being able to be completed in the moves suggested. I am, after all, a bit of a potato. LOL
Before I get into actual gameplay feedback, a couple notes for grammar and spelling:
- "Nice to" would feel much better as "Nice to do", especially in the explanation.
- When we are first introduced to the hedgehogs, it is misspelled in the title.
- "Qwell" is not technically a word, and I think the "q" is actually a typo (since it's next to the "w" on the keyboard). It's on the Bean Beavers card. I think it's supposed to be well-known, not qwell-known.
Okay, so while the game is not difficult to learn, pointing out some key features would be handy. The two big ones for me are indicating that clicking on the home to "go home" ends the day, and that each character gets a certain amount of steps each turn. It took me a moment to realize the little footsteps at the bottom of the screen, so if something actually indicated it to me in the tutorial round, that would be helpful. Then also, as you add in new things (like the sneak with the eyeball symbol), being able to hover over the icon and having it tell you what it means would be a nice feature. It would help to clear up some initial confusion and make the game flow better.
I also found that the chatter was a bit small on the bigger maps, until I accidentally realized I could zoom-in with my scroll wheel on my mouse. Having that indicated in the controls somewhere would be nice; both for reading the chatter (because it is very cute), and possibly for those who need a little bit of a bigger set of game tiles for visual struggles.
Other than that though, the game felt really good to me. I found it easy to get into and to play, and I think it shows a lot of promise and enjoyment. Definitely hope that the full release is a download and not a browser play though, because I can see the need to save and come back later. After all, sometimes with a tricky puzzle the best strategy is to save and walk away, to return later with a fresh mind. 🙂
Thank you for playing and for your kind and comprehensive feedback! It’s really great to hear that you”ve enjoyed the game! I will be able to watch the stream after returning from the vocation.
Letting player know about how to navigate around the level, zoom in and out is very helpful, and we will try to add it to the game with the next update.
And if you liked the atmosphere and the colors then maybe you will be interested to know that we plan to expand the game to cover all four seasons of the year.
Hi! I completely forgot that you asked about the font. Sorry. Here is the link:
https://fonts.google.com/specimen/Handlee
Thanks! :D
I played this game on my stream (VOD).
I'd played an earlier version with the routing puzzle, and this was a different take on it. I really love the graphics and sounds (cute hedgehogs!). The new puzzle style is also nice, and I would have played more of the game if we weren't planning to stream other games!
Keep up the great work! :)
Thank you for streaming! I enjoyed watching it and happy you liked the game :)
Welcome back! Here's more VOD for your data. :D
3:11:48 Forest Farming
It's a good puzzle game, the graphics and art are beautiful, the music it's calm and the puzzles are interesting.
This is a good puzzle game.
What I liked:
You've managed to tie in a theme of forest gatherers to make some clever puzzles. Love the "talking to each other" as a puzzle requirement that fits in naturally with the theme.
The levels are well thought out and the difficulty progression is suitable.
UI is smooth and responsive, more so the main level navigation map.
Music is soothing and fits the theme.
Artwork is well done.
What could improve:
The current round text is not clearly visible against the background (atleast to me).
While the art overall is good, I felt that the important elements (berries, mushrooms, Bean Beavers, etc.) should stand out a bit more compared background objects (trees, etc.). In Witch One, for example, I almost completed the level (and failed) before realizing there was a Bean Beaver in the level.
Option to pan the map when zooming would be good. Eg: Bean Beavers.
Overall this is a polished game, with some scope for improvement. All the best!
I played the previous version in Feedback Quest 6, and it was already a very good game with that beautiful aesthetic. The change in mechanics gives the game many more possibilities. Amazing job!
This was a pretty pleasant puzzle game! I think the art is charming and the UI fits very well, and vibes in total work for the cozy Autumn feel you're going for. It's got some pretty tricky puzzles, but the star system helps balance difficulty by allowing players to get more or less ambitious, which helps with how open the system is. It almost feels like a puzzle game by way of tactical RPG, where controlling your character's movement is the big factor to winning.
It didn't run great in my browser, with some occasional lag spikes and choppy audio, but my computer isn't great so this doesn't mean it's gonna chug on all devices.
More importantly, this is a really difficult problem to address, but from a marketing perspective I think this game's appearance and title could be misleading enough to detract players who may otherwise enjoy it, or vice versa. The title "Forest Farming" combined with an isometric grid view immediately evokes imagery of a farming sim a-la Farmville or Harvest Moon, which the game most certainly is not. I could envision advent puzzle game fans passing this one by simply out of the game looking like a genre it isn't, which would be a shame since I'm certain fans of these types of puzzle games would really enjoy this!
Unfortunately, it's hard to come to a solid "fix" to that problem short of changing the name or aesthetics, but I definitely think it's something worth keeping in mind since "perceived genre" is a huge part of game marketing. Of course, if that isn't important to you I fully respect that, in which case I think the actual content of the game works fine!
In terms of puzzles, I think one aspect I would like to see is a way to tell easily which house belongs to which hedgehog, and how many steps "non-player" entities such as humans have, to make it easier to strategize without resetting. It'd be a minor quality of life improvement, but one that I think would help make the puzzles more "fair".
Overall though, this is very good at capturing the cozy and cute vibes it's trying to! The accessible nature of the star rankings helps improve the game's overall reach without dumbing down the difficulty, and it's pretty solid all around! Very nice work here!
Thank you for playing and for the comprehensive feedback!
I’m sorry to hear about the lags. We plan to target desktop platforms with the full version of the game (PC/Mac/Linux). Hopefully, it will help with performance issues.
The title is a tricky thing. You are right that it might give the wrong impression of the gameplay. But at the same time, it sounds nice and smooth. So, I think we will keep it for now and see how it goes. If there’s a better one, it will come in its time.
We wanted to add more hints and information to the game. For example, we could have a popup panel with short info about a certain house, resource or place. Now, from the feedback we receive, it is obvious that it will be a very helpful addition.
I’m happy that you enjoyed the game!
I had the time to write your feedback during the lunch break.
I was first surprised that the route planning gameplay from the previous Feedbackquest was scraped. I remembered it was already quite good. Not that the new approach is bad or anything.
What I liked with this game:
-The gameplay
-The new gameplay features
-The graphics/sounds
What this game would benefit from:
-Indicating somewhere in the resume how much a character can move, as currently you can only know the move speed of the character you are currently controlling.
-Indicating somewhere how much extra stuff witches are carrying
-A way to reset the character's current turn rather than the whole level
-There are no fairies in this game. :-(
Random thoughts (neither negative or positive):
-How can the witches drink at the hedgehogs' tavern? Aren't they a big too tall for such place?
-I first thought the new witch character was a sorcerer, until I saw that this character's name was Gertruda.
Thank you for your feedback!
I’m happy that you enjoyed the game :)
You are right. We must show the character’s movement speed elsewhere except in the bottom panel. There’s currently a hint about the characters’ todos when you mouse over their tag. The movement speed needs to be there and maybe in the briefing panel as well:
We wanted to add the “Undo” button but haven’t had time for it yet.
The fairies are planned for the Spring set of levels :) Optimistic ETA is Spring 2025
How can witches visit the Bean Bevers? Interesting question. Let’s say they use magic to make themselves smaller :)
Gertruda’s sprite was kind of a draft when we decided to include it. And it looked pretty OK, so we forgot to add more love here. We will try to improve her :) Thank you!
Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
I remember playing this before and absolutely loving it. I'm rather sad to see the route gameplay be removed and instead it's turned based movement. That isn't to say I'm against this new version, just that I will miss the old version.
If there was one thing that needed to be in the game, it's being able to know how far each character can move from their current spot at all times. When I'm trying to determine what I can do to solve a puzzle, having to wait until a character's next turn to figure it out is rough. This is nothing to say about characters you can't control, where knowing how far they can move would be beneficial.
Beyond that, I got nothing else I feel I can add.
Thank you very much for your feedback! It’s sad to hear that we made you sad :( Changing the game mechanic wasn’t an easy decision for us. However, the feedback for the new version is positive, and we believe it will help add new characters with their abilities to the game.
We do consider keeping the route planning, but only for the bonus challenge levels that will appear on the side routes of the map. Will these two modes work together is still an open question. Time will tell.
It would be great if you could share the link to your video! Last time, I watched many of your streams on YouTube. Watching on Twitch is a bit complicated because we are in different time zones.
Very interesting direction you went with this! I got a chance to play the original route-based gameplay in a previous jam so I was a bit skeptical when I saw it was more of a turn-based strategy game now. But you pulled it off well and the game still holds onto it's great cozy-vibes well. The addition of the star system/optional challenges helps make each level a lot more interesting too. I like the addition of trying to have the hedgehogs talk to each other too. The sort of level map is a nice touch as well.
Thank you for your kind words! Changing the mode to turn-based wasn’t easy, but we believe it will benefit the game in the long run. In a turn-based mode, it is easier to experiment with different actions and new characters with their specific movement patterns and/or actions, which is something we are working on now.
I think you made a good call on that. I know when I played the initial one, I wasn't really sure what would be a good way to expand that concept. The new turn-based gameplay on the other hand did seem to open up a ton of options on how to expand it.
(Actual feedback coming tomorrow)
Thank you for playing! Good catch with a typo. Looking forward to your feedback :)