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This game seems like it has some potential to be a fun mobile game. The tooltips need better triggering if so much information is going to be stored in them. I liked the concept and found it kinda addicting, played a lot of rounds, but I think there are some bugs stopping progression.  My top score was 15 months.

Notes from gameplay:

brown

tooltips over UI are hard to trigger

- what does physical mean?

this background is kinda making me dizzy heh

am i planting potatoes or chunks of peasants, the game name has me wondering now...

this grow animation on the planting is cute and sleekly done

i want some sort of visual and audio feedback when I select a potatopeasant

wish i could click and drag to fill in spaces

also does each flavor of p

soil health - should be Affects instead of Effects

what do the different flavors do?

i now have -25 chunks of organ, I think i'm winning

game over, the nerve!

I made -55 people, I think that means I helped the earth the most!

ok round 2, this time don't skip 5 months in a row playing with UI

these people eat so much

how do I harvest the potatoes?

oh the tooltips for the potatoes are working on my 3rd try

noooo i can't make a pretty pattern of alternating potatoes - there is one plot too many!

i don't think potatoes are growing?

ok another go. 11 months without growing anything

oh hey some grew this time in july. They didn't last round

ok this is kinda stardew valley with death mechanics

15 months

I think the size of the board is making me want to plant way more than I should

some extra text behind the restart button

the kumara didn't grow after 8 months

maybe the temperature adjustments are messing with something?

I'm not good at this game, I think lol

but kinda addicting

would be good on mobile

(+1)

Hey Loressa,

Thanks for you reply, I made this game with a very general idea of how I wanted it to turn out, and I think this is where I fell short. After completing the basic prototype I felt like there wasn't enough material for me to turn it into something that would be enjoyable and my motivation for it entirely ceased.

You had a few questions that I'll answer here.

  1. The term "Physical" is a term used in godot's input system that describes a physical button, and when adding a shortcut to a button in godot, this term appears within the tooltip, so the user can learn the keybinds.
  2. Each plant should also have a tooltip, describing various traits about them. The three kinds are Kumara, Taro and Yams.
  3. Harvesting is done automatically, and I admit this leaves much to be desired in player feedback.

Also to be clear, your difficulties are entirely reasonable, the game is, in its current state, horrifically unbalanced and all values were pretty far dettached from reality. Soil quality and temperature were used as ways to create multipliers for plant growth and plant health and can either ruin your crops or barely effect them.

All in all I did see some potential at the beggining, however with limited scoping and direction it fell flat in alot of ways. Feedback is very helpful for me to improve so thanks for all the time you spent on it.

Overall, I found it addicting but punishing and hope you continue! I'll give it a play!