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Moondrop Glade's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #16 | 4.000 | 4.000 |
| Innovation | #18 | 4.000 | 4.000 |
| Overall | #35 | 3.667 | 3.667 |
| Polish | #68 | 3.000 | 3.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Success
Did development of the game take place during the 7DRL Challenge week?
Yes
Is your game a roguelike?
Yes
Turn-based
Yes
Meta-Progression
No
Roguelike Elements
Procedural generation of farm, grid-based movement, turn-based action
Screenshots
Yes
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Comments
It is a good start! I'd love to be able to build stuff like wells and fences.
I would like to play this game. I did realize that 21 corn on the ground is too much at once (two trips to the water per day is only just barely possible). If I can make a suggestion in that regard, walking one step could maybe be 1/3 or 1/4 of a time step, so that filling the can, hoeing the ground, and harvesting can still have the same time cost, but walking across the yard or exploring would be a lot less time consuming. 1/5 would be exactly one minute, so that’s another possibility, though it might be difficult to balance the movement of enemies and combat actions with any time system like this.
The sky is truly the limit, so I hope you continue! Tool upgrades and tree seeds would be easy concepts to steal, but don’t be afraid to break with the Stardew / Harvest Moon elements. No idea what worldbuilding you wanted to get to, if any, but I half expected monsters to attack the farm at night. Something zany like chaining up a zombie to a post and running in a circle around him to make him plow the ground would be a good use of the roguelike staple of “systems interacting weirdly”.
Thanks for playing!
Yeah, the balance of everything is pretty bad, because I kind of never got a chance to do any balancing :-)
As someone who fiends over optimising every second of my time in stardew valley, I can see the appeal of a turn-based approach here. I think the game is pretty barebones on content right not but if you have any interest in continuing, you've got a solid core loop here to work and improve upon. I really loved the simple art style, the death sound effect made me chuckle when I first heard it, and the feeling of dashing around the map rapidly to explore was cool (though I do wish the days were a lil longer). Cool game!
Thanks!
I'm also disappointed in how little content I was able to make during the jam, but that's how jams go. :-) I do intend to continue on this idea, although, not right away. Whenever I'm playing Stardew Valley, I'm constantly thinking "this would be great as a roguelike" so I'd love to eventually see it fully fleshed out