Yeah doesn't sound like the right way to play. I'll wait it out so I can enjoy it as intended :)
Gravebuddy
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Nice game! Solid gameplay loop and easy enough to get the basic grasp of. I think it could have used some better in game instructions though. There was lots to do but I didn't really feel like my decisions had much meaning so felt oddly spammy. Got to the end without really understanding the challenge. Pretty cool concept with the height layers, though I do think the perspective choice wasn't the best for it.
Unfortunately I missed the stream session so I had to roughly simulate a few rounds to get a sense for it but from what I can tell this is a very creative TTRPG that provides a fresh perspective on resource management games. The focus on community and sustainable farming offers an experience that is thought-provoking and engaging. I really appreciate the use of mechanics and theme to make players think critically about their actions and their potential impact.
Also really gorgeous art and great story flavour. The youtube playlist and spreadsheet are great additions too!
The general idea of this is really cool and creative. Cute retro style bug city builder? AWESOME. There's a lot going on here that could be refined into a sweet little game. It took a fair bit of effort to figure that out though.
The controls aren't very intuitive and it could also really use some clearer instructions. I got stuck placing down water for a while and wasn't really sure what the goal was. The numbers swing up and down so quickly that it's not immediately clear how best to play. I broke my economy a few times with negative income on accident. I eventually figured out you can just leave it running and keep accruing money infinitely without any in game events requiring you to intervene, which let me explore the mechanics freely but without a fail state I quickly lost interest. Also the music is pretty repetitive and grating. It almost made me stop playing entirely so thanks for including a mute button!
I wanted to like this a lot and with a few tweaks to the way this is controlled and how information is communicated I think this could be really awesome. Right now it's a little too unwelcoming for my tastes.
Really lovely and relaxing little game. Really strong writing and gorgeous music/illustrations. Kia ora for the use of te Ao Māori! Ka pai team.
I hit many of the same issues/bugs as others have mentioned so no point rehashing those. I did hit the bug where I couldn't seem to plant anything no matter what ("you can't plant whauwhaupaku in this this season and you don't have a gift to help you!")
I tried again from the start but hit it again and unfortunately gave up. Would have loved to have finished it so I'll look out for a fixed build post jam!
Lovely visual novel, good job team. Really liked the illustrations, the use of te reo maori and the great magical realism story. Garden's ARE magic!
Thought the photos were a bit of a style clash. They would have fit together a bit nicer if they were translated into illustrations but understandable given the time limits. Also would have been nice if the music/sfx was more consistent since there are a lot of quiet parts and I felt like a little bit of audio there would have helped. The music that is there is really nice though!
Thanks for playing and taking the time to provide feedback. I'll try address each of your points below.
- Sorry to hear you had some trouble reading the text. Totally makes sense from an accessibility perspective. Will fix this post-jam. If you have any particular suggestions I'm all ears!
- The music is a heavily slowed down version of some selected movements from Vivaldi's Four Seasons. This was done to reflect the slower timescales of composting but I agree with your assessment that it isn't a perfect match.
- Sometimes the physics of Godot bugs out and material gets stuck. Not sure what the story is there, it's an ongoing investigation.
- The game getting stuck at the end is a known bug, caused by a typo in the input detection code. Was a 2 second fix but unfortunately snuck its way into the jam build. You'll just have to refresh the page to reload.
- Even though the intended way to play is 2 player, you can technically play single player. You just have to play both roles. Controls were intentionally chosen to provide this option.
- Energy was originally called Compost Health but was changed near the end as I was trying to implement an ability which used this resource (which didn't make it in anyway). At the time Energy felt like it made more sense for this purpose but it should have been left alone.
- Agreed that more info on composting would have been nice. The game is designed to be an entry level introduction to composting so we did't want to info dump players but a little more info on the process would have definitely helped contextualise the actions.
Thanks for saying so, I would love it if our game had that kind of effect on kids who play.
I agree about the seasons being too long as they are. We had seasonal event code in place that would have made the seasons feel less dragged out. Maybe in a post jam build!
There are a bunch of background garden assets that we have that would have given a nice visual representation of your hard work. Plants and flowers would grow over the seasons with their size and abundance based on how healthy your compost is.
Thank you for this comment. Couldn't agree more! Understanding and acknowledging the role that non-human forces play within regenerative practices is really vital. Everything is interlinked and propping up the often forgotten about creatures beneath the earth that contribute to our farming processes feels important. I also tried to do the same with my previous Regenerate Jam entry, Hypha, where you play as a growing mycorrhizal network.
Thanks for going back and playing! You're right about seasons not really affecting anything. There is code and design work in place for seasonal events such as sprout outbreaks in spring, heat waves in summer, increased leaf fall in autumn and frost in winter. As is the way with jams, we over-scoped and ran out of time to implement :(
Awesome presentation across the board. Visuals, sound design, story flavour were top notch and the seasonal based gameplay loop while simple was well conceived. It was a little confusing at the beginning due to no tutorial, so quickly failed on my first go but clear labelling and UI meant my subsequent attempt was more successful. Made it through all the seasons and thought it was pretty well balanced. Excellent work team!
Cool game! Controls and animations feel snappy and responsive. I'm a little torn on the graphics/sfx/music since they're premade asset packs but you made very good decisions on how to use and implement them. Game content wise there's a lot of different mechanics here which mostly gel together really welI into a complete package. I really wanted to keep playing but it was hard to progress since I couldn't be sure if my crops were ready for harvest or not. The animation growth state should probably just been two types (in ground/ready to harvest) which would have prevented accidental harvest while keeping the control scheme simple. Overall really nice though, great work!
Took me quite a while to figure things out. As others have mentioned the letters were pretty hard to read. Spent quite a while running around, not really sure what to do.
Had a good time once I found the greenhouse and figured out how to sell my produce. It's clear you put a bit of effort into all the systems. Probably pop-up UI tutorials would have been a better solution to teaching players about the game mechanics. Otherwise great game!
Hey thanks for playing! @soyoungchoart and @kumashov composer really knocked it out of the park on this one. I had fun doing the UI design and VFX for it too!
Glad you picked up on the Reigns inspiration, such a great game. We wanted to create something wholesome using that format and a narrative based game about making friends seemed like a good fit.
Also the input non responsiveness isnt Godot's fault actually but rather a safety lock I made for drawing cards too quickly. I was probably a bit too overzealous with it's implementation.
Regarding the issue with the same encounter happening over and over, you're 100% right about it being strange. Each card is supposed to have a cooldown period but I broke it on accident without realizing just before submission. It's already fixed in a new build I'm working on :)
You also may have noticed that the first meeting with characters sometimes happens AFTER you've already met them, along with other cards being drawn out of order or not at all. This is a bug in the event system where cards have been incorrectly added or removed from the potential draw pile. For the jam I managed to create 70 unique cards but unfortunately you probably only see about 20 to 30 of them in the current build. Soon to be fixed too!
Would love it if you could check out the next version when it drops!
Hey thank you so much for playing through our game. So glad that our design intentions were communicated for you that you found it a enjoyable and relaxing experience. I really appreciate you taking a moment to provide thoughtful feedback too. There is a wealth of information in seeing someone play through your game without developer prompts/assistance and talk through what they're thinking about as they do it!
You had some fresh takes on the game and I took a few notes from your comments. Some of what you said we were cognizant of already but time didn't permit, particularly with providing sufficient feedback to the player through ui/effects. I actually toyed with the implementation of more explicit feedback through numbers popping up but thought it detracted from the visual purity of the experience. Particles were also on the cards but I couldn't get them to a state that I liked. I like your suggestion about showing quantities in the bar itself though, an elegant solution!
Adding more context and implicit story to the game was something that we tried to plan for but we got caught up in the aesthetic of the experience. Up until the last hour there wasn't even a proper game over state! It's a shame we didn't prioritize it more though because as you said in your stream, even a simple statement such as "you lasted x years" or "your network supported x plants" would have pulled a hefty amount of storytelling weight in relation to it's ease of implementation. A lesson learned to be sure.
We will be doing a few little updates sometime in the next week to bring the experience to the level we were hoping to get to in the jam. I expect this will include balance adjustments, feedback/ui tweaks, some light tutorial elements, and an expansion on the game end screen.
Awesome pixel aesthetic and nice screen shader effect. I managed to plant and harvest some stuff after a lot of running around being confused. I'm not sure how to sell it though. Also not sure of the point of the sycthe combat? Guessing it's unimplemented. Not a whole lot of game here at the moment but there's clearly a solid base here. Nice work!
Great game team. Took me a few tries to get the loop but once I figured it out I managed to get to the end. Still a little confused though. Also might be a little too easy to buy all the improvements though and I wasn't really sure how they were benefiting me. Overall really good effort, especially with so many systems involved. Definitely has potential to be expanded out further.