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Pumpkintown Harvester's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #11 | 4.353 | 4.353 |
Accessibility | #23 | 3.000 | 3.000 |
Overall | #35 | 3.193 | 3.193 |
Graphics | #36 | 3.412 | 3.412 |
Fun | #42 | 3.000 | 3.000 |
Audio | #45 | 2.941 | 2.941 |
Controls | #47 | 3.059 | 3.059 |
Originality | #82 | 2.588 | 2.588 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4
Wildcards Used
Capre Noctem, Autumn/Fall, One or Two?
Game Description
A cozy farming sim where every pumpkin you sell makes the town just a bit more festive
How does your game tie into the theme?
You harvest pumpkins to sell them to the towns people.
Source(s)
n/a
Discord Username(s)
TheImmuneCkay
Participation Level (GWJ Only)
1
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Comments
One of my favorites from the stream. I loved unlocking all the abilities and seeing the town change.
Balancing is hard within a jam parameters, but that is the only real feedback I can land on and it is really something that takes lots of play testing and time to work through which I never expect to play a balanced game, but the rate of money seems to be high, however again, jam time.. can you tell I really do not even want to raise this topic? hahaha
The only other thing I can add in a feedback/critic sense is the lack of any pressure or "loss" condition, which again, isn't really relevant given it is a fun sandbox experience and having a "fail" possibility removes a lot of the casual whimsical nature of the piece.
It was a fun game all around and was a blast to play. All of the different texts for why people want pumpkins was great.
Nice little fun SIM game! Classic farming and very well executed the thing that was annoying to me however was the music I wish it was longer or more calming but other then that nicely done!
Thanks for playing my game. I was going for a spooky, quircky, Halloween sounding toon that would tie all of the decorations in the town together, but I wasn't able to implement kids trick-or-treating and neighbors wearing costumes at night so I can see how what was delivered may not seem to match. I plan to keep tinkering with this project for the rest of the month so hopefully it makes more sense by Halloween.
Fun, complete game with a nice polish. Lovely pixel art and cute music.
I wasn't sure what exactly changed during the day / night.
Also, none of my pumpkins rotted when I played. Not sure if I was super lucky or is this a bug?
Thanks so much for playing my game. Some of the unlock "events" only apply at night. The Day of the Dead Band appears in the cemetery and the coffee shop changes based on time of day. I was super close to getting costume at night up but art is my weak point.
Pumpkins will rot after 2 in game days from the time of full grow (about 2ish real life minutes) so if you don't sit on it and wait for a while you probably won't see it. If you unlock the scarecrow you get an extra day as well. The highlight shader I added broke it visually last minute but I got it fixed early Sunday morning.
Art looks great, I wouldn't call it a weak point :)
And yes, I was quite fast to harvest the pumpkins after planting, so that's probably why none rotted.
Thanks for playing my game. I'm still a bit confused as to how collision layers and mask work. I was having an issue where the player could get stuck on NPCs and in solving that I broke NPCs collisions with the world. I plan to look back into it after the voting period over, but I hopefully I chose the bigger immersion breaker to fix.
I couldn't interact with anything, which is a major shame, since the game looks to be very unique.
Thanks for letting me know and I'm sorry you didn't have a good experience.
So that I can try to reproduce the issue on my end, what were you trying to interact with? Where you using a keyboard or controller?
I tried to plant anything, didn't work. Using a keyboard. I did manage to open a dialogue box with a townsperson once.
We're you standing in the dirt or on the green? I set the collision up so that you need to be standing on the dirt patch of where you want to plant when you press 'E'.
Also after I implemented a shader on all the interactables I did notice there was a small hiccup in my web build the first time you plant something but I haven't had a minute to get to a computer where I can use a debugger to see what's going on on the web build.
One thing I plan to add after the jam is for NPCs toll give you a "you are out of pumpkins" message if you try to sell them pumpkins and you don't have any.
This is a cozy little game. This kind of reminds me of stardew valley in its mechanics and pokemon in its style. Nice job!
Thanks. This is the first jam I've done where I did any of my own art and the stuff I drew was heavily inspired by the art in Stardew Vally.
Nice little game. I liked the art and feel of the game. The town felt too empty at the start (I know it's the goal) but also it gives incentives to grow pumpkin and decorate. Well done!
Thanks for playing my game. I had to keep telling my self the start isn't super empty too just so it doesn't start off really cluttered. I may try to add some texture to the grass to break up the sea of green. This is also why I made the cost of the first upgrade so low.
This was pretty fun! I really liked the idea of the town getting more festive as I progressed. The skill tree felt out-of-place, and I would have preferred to witness the change happen, rather than select it. The area was fun to explore, too. Some kind of ending to the game would have been nice, though. I bought all the upgrades and figured that was it.
Very nice use of the art assets to build a world. Congrats on your first GWJ submission and welcome!
Thanks for playing my game. I thought about adding a notification for when the player got all the non-stat upgrades but it was low on the list and didn't get done during the jam. I was thinking about making diegetic ui but then that's even more on my to do list to add them in in a diegetic way. Art isn't my strong suit so the skill tree was a time effective solution and there's less to explain how to use it