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Harvesting Harmony's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #21 | 1.604 | 2.000 |
Graphics | #23 | 2.049 | 2.556 |
Best use of the theme | #25 | 1.782 | 2.222 |
Gameplay | #25 | 1.604 | 2.000 |
Overall | #25 | 1.657 | 2.067 |
Most likely to make an impact | #26 | 1.247 | 1.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Coding Beast's Team (Solo)
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Comments
Cute game, reminds me of Stardew Valley meets Zelda! You did a great job envisioning player progression by adding more expensive plants and plots to save up for. Adding in more to do would help may the gameplay loop exciting as the seasons progress. Nice work producing something so cohesive!
Notes taken during my gameplay:
intro screen is visually interesting, could be polished more, like a border around the title box. Background is low rez compared to buttons, creates some visual conflict
nice music, reminds me of stardew valley
nice tutorial, very helpful. Inventory button could use better highlighting, wasn't sure what button it was referring to. Having players do the actions during the tutorial can help reinforce their memory of what the commands are, versus just showing them.
i like the little village. Can I interact with anyone?
villagers walk through buildings
shop menu: the separate tabs for selling are confusing - will I be getting seeds to sell?
I can enter negative values into the seed amount field to receive gold (I'm spending negative 50 gold, so that means I receive 50 gold), need to use absolute value when processing this and/or forbid negative sign being used
entering negative values into the sell plant box results in negative gold
faded background from shop interaction didn't go away when i left, whole screen has a dark overlay
how do I use tools, forgot tutorial, it's selected but can't figure out how to use. same with planting. Gonna restart and try again.
second try. Dragging is an odd mechanic, not very intuitive.
good use of strength as a meter for player activity to make them choose actions
planted, time for sleep I guess? Going to explore first. Nice job making a fully boundaried game world which players can't escape. Layout of the world is easy to navigate and the design is cute and consistently themed.
good use of buying new plots and more expensive seeds as a way to give progression as gameplay advances
i like the circle fadeout/fadein to next day. consider locking player movement during this animation.
next day, oops forgot to water
watered, don't really think there's anything more I can do today, need some more gameplay besides the planting to fill up the day
next day, plants have advanced in growth! are they grown? How can I pick them?
next day, aha there they are grown! Great work making it clear they are grown with the white outline. Click to harvest was nice and easy.
eating plant works to restore strength, seems to give a big amount!
there seems to be some clipped art/border stuck above my sprite's head when moving
would be nice to see how many of a plant we have in the sell menu
able to sell plants!
does season affect planting?
ooh, it's raining, nice random weather effects!
seasonal rotation is odd. We start in jan/summer (fitting for NZ), but then go to month 2/spring. then autumn. I like how you included seasonal variation in the art!
Whoa! its a full gameplay. Thanks for this detailed feedback. Ahh I never relized about writting negative values while selling or buying seeds. I better need to solve this. I know the dragging system is not very good match for this game. Multiple people told me this. So I am going to change it to something easy to use after the jam.
And that was not dark effect on opening menu. It could be night. The game also have day night cycle.
The game's day time was 2:30 when the screen dimmed.
Sadly practically unplayable on an ultrawide monitor since you have to drag stuff that's super far away, and you didnt allow resizing the window. I couldn't advance the season because the button was somewhere off the screen. When doing a game jam always either make your game with a responsive UI or build it in windowed mode (1920x1080 is according to steam about 60% of the market so it's fairly safe to choose for window size)
The drag mechanic is not great anyway, definitely make that a button press if you work more on this.
The game looked nice enough
Ohh, I will definately add the button instead of dragging to make things easy. btw the game is developed for 1920 X 1028. And no button was off the screen. The season in my game is month and it automatically changes after a 30 days. You can sleep at your house to skip the day.
Good effort bud.
Interesting gameplay loop. The only problem I have is that some parts of the game don’t really fit together. For example the cartoony UI and the pixelart style. But apart from that well done!
I know, I am not an artist and was solo jamming so I was bound to use external assets :)
Draggin the tool and seeds across the screen to use it is a bit unessecary, you could have just do it like stardew valley with the box selector thing that follows the cursor, also i cant sell what hapened to my crop when i harvested it, it went into the Seeds menu, i can click it then its suddenly gone
other than all cewl game
You ate it and got strength :)