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A jam submission

Reap Hoard You SowView game page

Little game about surviving hoard of plants
Submitted by InVeRnyako — 5 minutes, 13 seconds before the deadline
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Reap Hoard You Sow's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#992.6672.667
Controls#1032.7502.750
Fun#1392.1672.167
Theme#1512.2502.250
Overall#1592.1432.143
Graphics#1612.0002.000
Audio#1621.3331.333
Originality#1661.8331.833

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.3

Wildcards Used
One-handed

Game Description
Survive against hoard of plants ready to eat you

How does your game tie into the theme?
Hoad of plants keeps growing larger and larger.

Source(s)
N/A

Discord Username(s)
InVeRnyako

Participation Level (GWJ Only)
1

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Comments

Submitted (1 edit)

Note: that I don’t like Vampire Survivours (or ‘like’ games).

So for me, it starts off on the wrong foot already.

But you can’t always help personal preference.

Attack

I hate that I have no control over the weapon.

It feels like an integral part of a game, but this thing has a mind of its own.

This goes for both timing, and direction.

Hitboxes

The hitboxes also feel wonky.

Maybe partly because of the “no control”.

But between:

  • juggling the distance for the scythe to activate,
  • it sweeping, and needing to be timed perfectly
  • and also it not actually being able to hit because the enemy is too close;

…is just harrowing.

Movement blocked

Finally, the enemies block movement for the character player, which doesn’t feel right.

In horde games, you don’t want the player to be left stranded, or stuck.

In this one, I’ve definitely been not able to move due to enemies hemming me in.

C-C-COMBO

Between the movement block, the hitboxes, and the activation,

I feel like I’m not in control.

But also, I’ve also definitely had enemies get past my scythe, stop my movement, and then I can’t hit them or do anything.

Being bullied by pixels is super un-fun.

Quit

At this point, my will to try the game out any further is kinda not there any more.

And I can give a score to all the score-able categories.

So that’s what I do. And then move on to another game.

Developer(+1)

Huh, I’m actually surprised.

For all times I tested game or saw anyone play it, I never had issue with player-enemy collision block. I specifically made character faster than all enemies to avoid issue of not been able to get away from enemies.

As for attack control, yep, its intentional. Personal preference, I just like one-handed gameplay of hoard survivors. Damaging enemies with “stick” felt wrong, so only blade deals damage. Same for area behind blade. If you miss - you miss, try again.

Over all - it’s just not your game, which is fine.

“Game for everyone is game for noone”. Arrowhead Game Studios

Submitted

I liked the art.  I played a couple times but wasn't able to get an upgrade before I died.  I still had fun though.  Nice work!

Submitted(+1)

Fun game! I like the idea of having a scythe based survivors style game. The art looks nice, I especially liked the enemy designs. I wish the difficulty ramped up a bit slower or the upgrades came a lot faster, it's really hard to get more than like 1 upgrade before there are a crazy amount of enemies on the screen. Also I wish the scythe hitbox was a little bigger, it felt kinda unfair when I didn't hit them cuz they were too close, tho I guess it does make sense that hitting them with the stick part of your scythe wouldn't be super painful lol. Great work on the game it's fun!

Submitted(+1)

I might be terrible at this game, but I never saw any upgrades. I actually liked the acorns and having to think about your timing, but it was unclear to me how to attack initially. It seemed to be based on proximity to enemies rather than time based, so it was difficult to gauge and control. I thought the plant sprites were adorable, but the checkerboard background took me out of immersion a bit.

Developer (1 edit)

Only upgrades currently present in game are from level-up (blue bar under health bar)

Weapon auto-attack is based on enemies present within attack range. I agree that it’s not intuitive, but it was designed that way, since initially there was ranged weapon option planned.

Glad you liked sprites, it was my first real-ish experience with pixel art. As for background, it’s not perfect, but I prefer it over flat color. In ideal world, I would prefer to have some kind of objects laying here and there to visually anchor player’s position in arena.

And thanks for your review :D

Submitted(+1)

Decent game, though I think it would have benefited a lot from a bit of juice (screen shake, squash and stretch, sound effects, that kind of thing) to make it feel better to attack and kill enemies. Also would have liked some more frequent upgrades for the player, since the horde grows really quickly and the player can't really match it 

Developer (1 edit)

Mostly agree with you here, other than screen shake, but that’s my personal preference.

Sadly, didn’t have time to balance waves and upgrade. This project was mostly focused on learning process of coding enemies behavior and auto-attack logic, that can be changed via code (that’s why level up upgrades are there)

Submitted

Neat horde game. I do think the acorn guys were a bit strong, compared to the player's low damage. Could use some music.

Submitted

Cute little survivors game! I liked the different kinds of enemies, but felt like I very quickly did no damage to them and got overwhelmed - the acorn guys are no joke lol