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Farming at the End of the World's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Horror | #2 | 4.000 | 4.000 |
Overall | #13 | 3.267 | 3.267 |
Theme | #13 | 3.600 | 3.600 |
Creativity | #13 | 3.600 | 3.600 |
Gameplay | #14 | 3.000 | 3.000 |
Presentation | #18 | 3.200 | 3.200 |
Story | #20 | 2.200 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which Theme from the list did you choose to implement in your game?
The Grim Aftermath
How did you choose to implement your chosen Theme in your game?
Setting is a post-apocalyptic farm
Did you implement any of the optional Bonus Challenges, and if so, which ones?
- Post Apocalypse - takes place on a post-apocalyptic farm with mutants wandering about
- Journal - Game tasks are communicated to the player in the top left of the screen and are updated as player completes actions
- Fight To Survive - Game has shooting, with limb based damage
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Comments
This is a good start to a horror game. It’s actually spooky and scary. Having to choose between having the light out or the gun is a good design decision. Being able to put the light down to be able to have them both out is good too. The player needs to stay close to the light source to see the enemies. It’s a nice constraint. And the enemies are creepy.
As someone else said, it’s rough around the edges. You probably know this. Some easy things to make it less so is to add invisible ramps for the stairs and entry into the house. At first I didn’t think I was supposed to go in the cabin till I got to the part of the tutorial which mentions that I need to go to the attic. Also give players the option to turn down the mouse sensitivity. I turned it down in the desktop settings but that didn’t matter for some reason. I still couldn’t control the mouse look. (This could be something to do with running it in Linux under Wine. Mouse sensitivity is still something should support.) I’d also like to say that setting the movement keys to also be the arrow keys would be easy in Godot and would help a left-hander like me enjoy the game better.
Lastly the enemies need more behaviors rather than run straight at the character. Give the player more of a chance to set down the light and handle them.
But this really was a creepy game. If only I could have controlled things better.
We also used the Godot engine. We started out with the intent to making a scary game, but didn’t end there. So we now hope we at least made a good game. God for game jam anyway. Please have a go at our game and let us know what you think! Thanks!
Hey thanks for the awesome critiques, a good settings menu is on the way post-jam. I couldn't think of anything else for the mutants to do though, that's a problem I still have to figure out. They were coded to split their attention between attacking the player and eating plants, based on whichever food sauce caught there attention first during their wander path. Since the player still can't plant new food though I have that commented out. Once seeds are added though that behavior will be back.
I'll be sure to try out your game tomorrow, thanks!
A little rough around the edges, and that scream when you die became really funny because of how long it lasts.
I like the idea of a placeable lantern, and i did jump a few times to the monsters, although i didnt finish the game as it was pretty hard.
I'm glad you like the death scream too, I'll reduce the volume on it post-jam, but no way I'm cutting the length lol.
The game is very difficult, I didn't have any external playtesting due to time, so it is not tuned well for players who didn't build the game.
i think the best addition you can make right now is adding checkpoints after you complete an objective
So I'm going to be honest, this was a bit rough. But that might've just been my computer. I couldn't get very far either, maybe I'm just bad at the game. But I don't forgive the death scream, that is too loud and too long. I get that those are fun to make, but it was a little much.
The game does require quite a bit of power, if you're using integrated graphics and recording at the same time it may not run that well. I was going to review your video to see if I could pinpoint the cause but it's still listed as processing.
Thanks for giving it a try, I typically include a volume slider for SFX but didn't have time to even include a settings menu in this case. After the jam I'll be sure to add a volume slider and some lower res textures for alternative graphics settings!
Alright cool! Video should be up now too if you'd like to check it out!
That restart bug is happening on my machine as well, I have to close and reopen the game each time.
As far as frustration with the gameplay, I think I'll switch it up so the player can hold any one of the tools in either hand, giving the player an option to hold both the lamp and the bucket, lamp and shotgun or bucket and shotgun. The horror won't be negatively effected, since the player would be choosing whether or not they would rather go tool + shotgun, or go defenseless with just tools and try to evade enemies.
I think that would work a bit better, or have there be some light inside the house so that the player can set the lamp down inside and still see. As it stands, I really honestly have no idea how I'm supposed to be able to get the bucket, move it somewhere, get the lamp, move it to the bucket, move the bucket outside, get the lamp, rinse and repeat all while trying to get to the well and kill bad guys.
If you want a bit of an easier time, shooting enemies in the leg will force them to crawl, making them much slower
Can't get it to run, see photo.
The version I uploaded yesterday had a PCK error, but the download on the game now should work just fine. If you downloaded the game last night, that could be the issue.