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A jam submission

Eternal HarvestView game page

One farmer stands against an unyielding tide of eldritch horrors. (Totally not plants vs zombies in 3D with guns)
Submitted by Sevadusk, Xandruher, AnAwfulLotOfCups, plexsoup (@plexsoup), MANAA (@thedanebryan) — 16 minutes, 50 seconds before the deadline
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Eternal Harvest's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#163.4443.444
Controls#293.2783.278
Fun#313.1673.167
Overall#323.2463.246
Graphics#323.5003.500
Accessibility#372.8332.833
Theme#513.5563.556
Originality#622.9442.944

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
Godot 4.1

Wildcards Used
Night[1] , Choice[3]

Game Description
3D FPS action adventure survival base-builder, inspired by Plants vs Zombies

How does your game tie into the theme?
Harvest essence from enemies and plants to get stronger, and defend against larger and endless waves.

Source(s)
N/A

Discord Username(s)
Sevadusk, Plexsoup, Xandruher, MANAA, Cups

Participation Level (GWJ Only)
4-14

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Comments

Submitted(+2)

Wow this game is packed with features and different elements. Love the homage to plants vs. zombies was not expecting a FPS version...

Not going to lie though, I got a little overwhelmed - maybe introducing different elements after each wave would helped.

Make it to wave 11 on first try but never really felt that I understood what I was doing. I will have to try again in the future.

Thanks for submitting.

Submitted(+2)

I really liked this! definitely a bit of a learning curve with the difference currencies and the ammo. Can't lie I immediately wasted all my ammo the first wave lol, Having the voice lines for different interactions gave the game a lot of charm, along with the different music changes when you were in the shop or when the night started. Great job guys!

Submitted(+2)

Stucked at wave 11. Sadly. Because i love this game. Makes me remember "dungeon defender". You should implement a final boss as a climax. Spawning minions and so on. Nice job though!

Submitted(+2)

Really fun game! I quite like the idea of taking PVZ into a 3D environment, gave it quite a unique spin!

Submitted(+2)

Had put playing this title on hold until my thickest sweatpants came out of the dryer with three fully exhausted fabric softeners, and with two blankets + aloe vera anti-burn cream nearby, I got my polarized sunglasses on and am ready to put my 3070 laptop's heatsink to the ultimate test.


Once more, the imagination and total package development from this team is awe-inspiring. Here we have a survival game where the idea is to plant seeds to mine a metric that will end up being your game score. But this isn't as serene as it sounds, as generated creatures will topple over these grown plants in order to advance to your home position. *However*, a combat system is in place, so you can potentially destroy these enemies, but each wave is more difficult than the last.

Fun core game loop. The best ideas are simple. What enhances this game design is the atmosphere around it. The choice of aesthetic, the blue street lights, the 3D models, the imaginative (and well-modeled / animated) enemies, the music, the fact that the survival test is in a box reminiscent of Squid Game, and there are functional buildings around. There is creativity here, and that's what inspires originality.

Sadly I'm gar-bahge at challenging games, so was only able to make it to Wave 6 on my first playthrough (and on my second, a charging (mammoth?) horned me in the ass so hard I flew out of the game environment), but I left the game amazed by the ambition that was realized here (and found the water cannon + realized there was more to the game than apparent in my third playthrough).


Another banger from these guys. Great, great work yet again!

Developer(+1)

Damn, this is such a goated comment LMAO, thank you so much for the feedback and I'm glad you liked the game! I didn't know it was possible to get launched out the map like that so congrats on being the first XD.

Developer(+1)

Thanks for playing! Thanks for the very thoughtful review!

Submitted(+2)

Nice atmosphere and the plant models look very intimidating. Very fun game.

I got stuck at wave 12. No more enemies would spawn and I couldn't interact with any bed.

Great 1st person controller, very smooth on stairs and walls. I see you have used Jolt for physics. Any tips or resources on implementing 3d 1st person controller with Jolt?

Developer(+1)

Yea unfortunately, waves 11+ have the potential to spawn 0 enemies, but I'm glad you liked the game! I plan to get waves work endlessly post jam, already had 2 critical bugs I squashed after time was up, along with the 50 others in the last 24 hours, lol. Jolt is cracked! It helped a lot with reducing lag, but I don't think we changed much from default settings. For the FP controller, I'd say start with a simple Raycast, and the ability to move around the scene in 1st Person. There are a lot of basic templates to use as a guide for this part. The animation and weapon firing were the main focus of Xandruher and Plexsoup and they did spend a decent amount of time getting the char to look smooth and effective, they can help you further with that, but my best tip if you prefer functionality is to keep it simple :D

Submitted(+1)

Thanks for the reply! Very helpful.

Developer (2 edits) (+1)

Thanks for playing

Honestly, I think we used the basic FPS recipe from KidsCanCode. We put that in on day one and it worked fine with Jolt. Never looked back. Jolt doesn't support an endless ground plane, so we had to switch to boxes, but that was the only thing I even noticed with respect to Jolt.

That said, we don't have a lot of heavy physics. Plants are static bodies. Enemies are CharacterBody3D's. We switched some of our bullets from Area3Ds to RigidBody3Ds, so that might be a bit taxing. Jolt seems to handle it well, but I suspect the default physics engine would be ok too.

The tweaking was all about recoil and reload speed, quantity, damage, animation trees, blending animations, and animation timing.

I had trouble getting bullets to aim at the reticle, so I ended up putting a marker some distance down the raycast and made the bullets look at that before moving. (Which caused us all sorts of problems when we realized that plants and enemies were shooting at the player's target as well, because of our inheritance and me messing with the wrong script.) ((Parents, never let your kids give targeting or aiming behaviour directly to bullets. That code should have been in the gun itself. Lesson learned.))

DeveloperSubmitted(+1)

Much of the movement are just animations I set to blend mode. prob. that made it to you.

Submitted(+2)

Totally not 3D PvZ with guns, very nice job on this game! :)

Developer

Totally! Thank you for playing :)

Submitted(+2)

Pretty fun game ! My game unfortnunately bugged at wave 11 so i couldn't play more of it.

Developer (1 edit)

Wave 11 is where it gets RNG sadly. I implemented a wave system last hour and tuned it down to not cause lag, but sometimes 0 enemies are set to spawn, so you can't progress, unless you are lucky :( Post jam, true "endless" waves will probably be implemented with some other cool stuff if you are interested enough to come back to it :)

Submitted(+2)

The game was wild.

After I used the bed one time, the game randomly started/ended waves. 

One shot would either use 1 ammo, all of my ammo, or none of my ammo. Sometimes clicking the mouse/"E" would refill my ammo if I had 0, sometimes they wouldn't. I would randomly get seeds to plant, but I could not tell how/why. 

But outside of the bugs, it seemed like a game that could be fun to play.

Developer (1 edit) (+1)

Once you click the bed once, it will automatically start/stop waves. After 15 seconds of completing a wave, the next wave starts. Idk about the ammo consumption, but from my playthroughs that seemed to work fine. The seed sheds spawn seeds if you have unlocked the specific seed type. There were a lot of automatic mechanics designed to help the player, so the refilling could be because of that.


 On the other hand, I'm so happy this game stabilized a decent amount for launch. If you saw this game even 24 hours ago, it felt like a whole different game. Maybe a few bugs did slip through, but regardless thank you for playing!

Submitted(+1)

I'll have to give it another shot. It seemed really cool and I wondered if I was just missing some sort of information.

User error, it's a hell of a bug. lol.

Developer (1 edit)

Thanks for playing. I still struggle with onboarding players. It's tricky to navigate how much info to give out, and in what manner. Hence the signs all over the place.

Submitted

I definitely get that. I tried to cram a quick explanation of the game mechanics into two dialogues.
In the early stage of development I had my wife play it and she kept asking different questions about what things do and I was like "oh no, just because it's obvious for me means almost nothing"

Submitted(+2)

Nice submission glad to see the programming voice acting is back. It's a nice little tower defense. The gun i didn't really see a purpose for with the unlimited seeds you get for planting and easy upgrades paths  but its a nice little time playing. 

Developer

Thanks for playing!

I'm starting to identify as a voice actor who also programs. I'll have a bright career if anyone needs weird pitch-modulated voice snippets. :)

We might have too many seeds available. Tuning is hard!

Submitted(+2)

well done! I enjoyed playing, really great work and very polished! The pitch randomization on the voice audio clips and tonal pickups  sounded a little strange.