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Reaper Sows's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 3.885 | 3.885 |
Accessibility | #4 | 3.581 | 3.581 |
Fun | #7 | 3.839 | 3.839 |
Audio | #7 | 3.742 | 3.742 |
Theme | #9 | 4.387 | 4.387 |
Controls | #9 | 3.645 | 3.645 |
Originality | #9 | 3.935 | 3.935 |
Graphics | #13 | 4.065 | 4.065 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.1.2
Wildcards Used
Carpe Noctem, Autumn/Falls, (Technically One or Two?)
Game Description
A Farming, Tower Defence & Action hybrid game, where you play as a reaper. You farm crops, ranch creatures, and somehow fuse them together to make new creatures.
How does your game tie into the theme?
Protagonist is a reaper who harvests both crops, and souls.
Source(s)
N/A
Discord Username(s)
frousen, ararartti
Participation Level (GWJ Only)
3
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Comments
Just played this as well! Such an adorable game ^^I liked the cute art style and simple music. Also never thought of combining harvesting and tower defense! Such an interesting idea. I had a lot of fun with the game :D
Thank you for playing!
Wish I could play it. It crashes for me on Firefox on Mac.Sounds like a great game, based on the other feedback.
Edit / Update: Game works ok on Chrome on Mac. So it's all good.
Lots of love went into building this game. I haven't mastered all the systems yet, but it feels pretty solid with the farming and building and dialog and enemies. There's always something to do and the time/distance pressure is an effective mechanic.
Nice job.
Thank you for playing! Yeah I had some issues as well with running the HTML version, and apparently the experimental SharedArrayBuffer setting doesn't seem to work properly with the random submission function for some reason (or so it seemed on my end at least).
Very solid submission on all fronts! Took me 16 days to complete the game, it was very fun, sound design was nice and fitting, and loved the artwork!
I'm tempted to say I'd like a faster/more comfortable way to harvest the crops but I also really like the added challenge of having to be careful when hitting enemies near the plants
Thank you for playing!
This is probably one of my favourite games I've played this jam :D
Really like the art design, and the character designs were amazing. Sound and music was nice, and gameplay loop was quite enjoyable!
Design is quite original, and definitely appreciate having the ability to rebind keys (I was fine with the default ones, but always great to see).
Only bug I ran into was a case where I had a pumpkin field, harvested all but one pumpkin, and a mob grabbed the last pumpkin off the field, causing the field to be bugged: couldn't place new crops since it "wasn't empty" but couldn't harvest anything since there was nothing to harvest.
Very pleasant experience, great submission!
Thank you for playing! I'm glad that you liked the art and characters!
That was really great! The art in particular was excellent, I loved the portraits and the environment and character art was good too. It's a fun concept and pretty well executed too, though I could never figure out how to plant anything more advanced than roses. I was able to complete it on my first try in 16 days with 2116 souls :D
Thanks for playing! Glad to hear that you liked the portrait arts!
This was fun! The graphics are nice and the mechanics felt quite functional. I could have done with less running around, and the combat left a lot to be desired. Overall, nice polish on a lot of parts, and I would have loved to see more. A great submission to the jam!
Thank you for playing!
I added the speed boost tower to make running around a little bit faster, maybe I need to add something else to it as well to make it something people want to build.
This was a really nice game. It felt like it had a lot to offer! Nice job with this !
Thank you for playing!
I liked the aesthetic, felt pretty gothic. I think the mechanic I enjoyed the most would be the Fusion. As in it's always interesting when you can fuse weird things together and see them coming out as other weird things.
Attacking enemies was a bit tough, considering I'd frequently just bump into them, then attack and miss them, but the flaming skull tower made things easy. I felt the crow was a bit useless, though I did enjoy the speed boost from the other tower.
At some point, the enemies cleared out an animal pen, and afterwards I could no longer use it. Probably some bug.
Overall, I really enjoyed the experience. The character portraits were very nice and the game had a nice pace between exploring new things and progressing. The nights did feel sort of big and it was so dark that I could barely see anything.
Very good work!
Thank you for playing!
I personally like the crow, but I suppose I could buff it by adding some kind of slowdown effect on enemies that pass by, once I get to working on patching the game.
Also right, dark nights, yeah I once again made a videogame with dark visuals, and forgot to include options for brightness and contrast, I really need to create some kind of checklist for jams :D
Its pretty fun. Played for a while. The text wasn't always easy to read. The towers besides the skull tower didn't seem to be very useful, since you're taking up a spot that isn't used to attack enemies. Upgrades for towers could help make it less wasteful to mix the towers if some towers were stronger. Also its not easy to tell when an enemy was hurt only when they are knocked back. It was interesting to see what fusions you can get with the crops you have.
Thanks!
Yeah I was sort of 50-50 with the font I ended up using, as while I found it aesthetically pleasing, I too had difficulty reading it sometimes.
I tried to balance the towers, but since there was quite a lot on my plate seems like I didn't manage that part well enough.
Upgrades was something I wanted to do, overall UI for "manage contraption" was something I planned initially, but didn't find it essential enough to implement.
Oh and enemy feedback, yeah now that I'm looking back it's kinda silly that the crops etc. have better response to damage than enemies, need to patch that in too.
Thanks for compiling a pretty good list of things to fix!
Cool mix of different genres and a nice atmosphere.
Nice polish with UI text on the screen.
Thank you for playing!
I have a fun time playing this game. I think if a backpack system which shows items and its info will be great. It is a little hard to know whether a crop is fully grown at first.
Really great game!!
Nice feedback and thank you for playing!
Yeah I'm thinking about adding a button that shows action points and inventory on some point, after the Jam as when I tried to do a hotfix for the end card, the site was showing that the files were locked for the time of the Jam.
Definitely want to play again after some update comes.
A nearly complete game! I hope I can achieve this level of completeness in the next jam
Thank you!
I got to say on the latter, I tend to over aim with the amount of work, and then end up cutting things off, and hopefully ending with a level of completeness. So I got to say, be ready to constantly think of what features you want to prioritize and evaluate what you can add realistically, as one thing that almost didn't make it in was dismantling defences (partly because I forgot to add it for a quite while), as I added it about 2 h before deadline.
Great package ! Some tweaks here and there would make it perfect, like any gamejam game. But overall once you get the hang of it, this is very good. Was amazed you made a whole crafting system in there !
Congrats
Thank you for playing!
I was wondering halfway through while putting off metaphorical fires that maybe I bit too much with this one, but seems like I managed to pull things together in time :P
It was fun but there was a bug where around half of the fields were considered occupied, despite being empty. I was pretty far in so I didn't dare restart the game. That hampered my progress a bit. I think a bit more active HUD like the amount of actions left (and not just when looking at a field), maybe current inventory of seeds and clearer differentiation between the growth stages could help smooth things out further. It took a bit until I understood what to do, but once everything clicked it was great fun!
Thank you for playing!
Ah, that occupied fields bug confuses me a little bit, as I noticed it myself on last day, and I thought I fixed it, but apparently not... need to investigate what causes it.
I went for a minimal HUD as a stylistic choice, but yeah maybe I need to add a button that shows all useful stuff at once?
Yeah, I think something like a "show overlay/concentrate" button, which shows the remaining actions and the current status of each field might be nice. That way you can keep everything minimal 90% of the time. The issue with the way the action points were shown was that they were above the fields, so it seemed to me that they showed something field specific (like growth status). It took me a bit to realize that they were supposed to be my remaining actions. It's obvious in hindsight, but things like that were the reason I walked around a bit blindly for the first 15 minutes.
As said though, once I understood how it worked it was a lot of fun!
Super great at everything, sorry I don't have the words to describe it but this game excels at everything, very good graphics, audio and gameplay loop, the one thing I could say was a minor annoyance were the enemies that were hard to hit. Excelent game.
Thank you for the high praise!
I'll try to find the time to fix some of the issues I've noticed & been notified off like the one you mentioned, but it'll probably happen once the Jam is already over.
The graphics are great and remind me of Loop Hero a lot. The idea is very fun and I would love to see a larger game based off of this submission. The sound effects and music sound great and fit well with the games atmosphere. Also the gameplay kind of reminds me of Slime Rancher for some reason lol.
Great job with this game!
Thanks! Slime Rancher was kind of an inspiration actually :D