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Jelly Rancher's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #15 | 3.286 | 3.286 |
Concept | #16 | 3.429 | 3.429 |
Use of the Limitation | #19 | 2.857 | 2.857 |
Overall | #24 | 3.071 | 3.071 |
Presentation | #31 | 2.714 | 2.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
Godot, Gimp, MSPaint, LMMS, Audacity
Use of the limitation
At the end of each Day (Level) you trade with the King, but can exceed the quota for more points.
Cookies eaten
Not much, did this and worked all weekend, not much time for sweets :(
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Comments
I can finally play it! :3 (Too bad I couldn't rate it :/ )
I really enjoyed the game, even though it gets repetitive quickly. I think the music and the art also play a factor. (By art I mean, for example, that there is only one type of tree, everything looks a bit the same). Secondly, it lacks a larger goal or other gameplay loop. Something for the player to work towards.
I think the tutorial should be manually controlled so the player can read it at their own pace.
I liked the controls, I just think it needs some animation when picking up candy.
All in all, a great game as a second game released and for the time frame of the jam. The art style is consistent, the gameplay is fun and it's a working game that works! (apart from the jelly bug).
Thanks for playing.
A lot of your feedback is similar to feedback from others who played it during the jam. I'm currently working on improving it and have already resolved most of the bugs and implemented most of the simple improvements, but not updated it here yet.
I'm currently thinking about how to expand the game with art, objects, more characters, possibly a score board and high score system. I'm also thinking of adding in a "village" with other characters that can be interacted with, and an endless mode. I understand the point of not having an ambitious final goal, but at the moment the only goal is to collect enough jellies to meet the daily quota which isn't very challenging, so I'm not really sure how to expand on this in a way that would keep the original goal.
Audio is really not my strong suit at the moment and I am trying to improve on this, but the time I have to really focus on it is limited.
The tutorial tips appeared too quickly; I didn’t have time to read them. But I think I figured it out. For some reason, all the jelly in my inventory looks red, and when I released them, there were over a hundred!!! It seems like a bug.
Thanks for playing. That's a bug I hadn't come across. I tried to set it up so that you could only collect 5 at a time and that it should track which color Jellies you had collected. It might have something to do with the logic around the limit for collecting the Jellies, it's currently only set to check if the count is equal to 5, and then shouldn't allow values greater than 5, but presently doesn't have a check for numbers greater than 5. I had also noticed that although it's only supposed to collect a jelly each time the collection button is released, I have noticed on occasion that it would double the collected jelly but I'm currently unsure how to fix that. Thanks for letting me know.
The tutorial is a bit too fast, in general I'd say it's better to let the player control when it moves on if there's reading involved. I also found the infinite jelly bug, which was fun but takes a bit of the challenge out of it :P It might not be an issue if you're only supposed to get a handful of jellies each round but it would be nice to have an option to hand over all jellies of a given type (or at least bigger increments like +10) to avoid tedious clicking.
Overall though it's a fun game, well done :)
Thanks for playing and giving feedback.
I plan to fix the jelly bug after the jam and I tried to balance the times for the tutorial but you may be right on letting the user control it.
As I only had one action button set up, I wanted that to be used to skip the tutorial if you had already seen it, but I could probably set it up to use the Left and Right controls to move through the tutorial.
I think your other point is worth thinking about as well. The whole jelly collection and spawning mechanic was the main thing I wanted to get working and the trade system was my way of implementing sharing is caring but it could use some refinement.
Thinking on your comment I would also like to set it up so that any jellies you dont sell can be respawned in the pen at the start of each day, so if you don't give them all they are still visible as your jellies.
Lots of work for one person! Great job!
One thing really missing is a final objective. Would be great if there was a score to aim for, in as few days as possible.
Thanks for having a look.
For 3 days it was sleep, eat, build game, work, build game and back to sleep.
I thought about adding a high score system but was unsure how it would persist for the web build. Would it persist on the server or the client? And would itch allow it if it was server side? So I left it out for now.
I'm still new at the whole development and publishing thing.
Pretty cool game, ending up finding a bug that allowed me to infinitely duplicate jellies at the pen.
Thank you for playing. I'm aware of the bug and it's on my list of things to fix. I plan to release an update after the voting with bug fixes.
Cool concept and use of limitations, the graphics are also very cool, the author has his own style and that’s cool, the gameplay would use some opponents and the game could be called a New Year’s lethal company :), in general the game is very cool!
Thank you for playing and the feedback. I woukd have liked to add more to the game, but I didn't join the jam until Friday night so everything I planned and made, minus the music which I made before when playing with LMMS and 1 or 2 of the sounds, was made in the last 3 days.