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Let's Enjoy And Farm's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #8 | 3.667 | 3.667 |
| Originality | #9 | 4.067 | 4.067 |
| Theme | #12 | 4.267 | 4.267 |
| Fun | #21 | 3.667 | 3.667 |
| Overall | #26 | 3.610 | 3.610 |
| Audio | #52 | 3.267 | 3.267 |
| Controls | #66 | 3.067 | 3.067 |
| Graphics | #79 | 3.267 | 3.267 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.1
Wildcards Used
Autumnal
Cozy vibes and autumn-like atmosphere
Single Location
Use only once location
Game Description
A small deck building farming sim about making money
How does your game tie into the theme?
Expand the world using cards. Buy more cards, and expand more
Source(s)
N/A
Discord Username(s)
odenhir
Participation Level (GWJ Only)
2
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Comments
This was really fun! I think I hit a few bugs that made it challenging to figure out what was going on, I only got pumpkins to grow, I planted and watered carrots and cranberries but those lands stayed with the “watered” overlay and nothing happened, they just stayed the little sprouts. I also found the land placement very confusing, at first it feels like it can be places along the axis where you’re standing, but I’d move and often the placement locations wouldn’t change. Also the days stopped progressing even when I hit “end day”, but pumpkins still grew.
On the flipside, once I got a handle on what was happening, the card filter was a massive help, would have been unplayable without them!
I love the ‘tetris’ element and the card rarities, it really worked well! Not a fan of the lands always being green until it’s tilled so I have to memorize where I placed stuff, I think having a colored outline would have been nice to clearly indicate what it was but it needed tilling. Also kudos on the tutorial, even though I still didn’t quite get it the first time through, everything made sense the second time.
Again, great work!
Thanks for playing, and thanks for the detailed report! If you don't mind sharing, what browser were you playing on?
The watering bug may be the withering mechanic if the plants were planted and then the day was immediately ended. Withering stacks up to 5 times for each unwatered day and each watered day removes 1 stack. As long as a plant has a stack of withering it grows at a quarter speed if watered. When I do an art pass, I'll try to make it more visually clear with some cracks on the ground, and maybe add a way to inspect plants.
The time progression is kind of weird. The way it's supposed to work is that it ticks down until the results screen, then ticks back up once you've entered endless play. When I do an art pass, I'll make it more obvious as to which phase of the game you're in
You are correct in that the land placement should be along the axis of the cell you're currently standing on. Possibly there's a bug effecting these three mechanics, I'll keep an eye out for it. Thanks for reporting them!
The lands being the same untilled wasn't a really a planned feature, but to save time in art assets. After playing it alot in testing it does seem like an uninteresting mechanic overall. When I get to doing an art pass, i'll add in sprites to make it subtly apparent that they are different lands. Originally the normal untilled lands were planned to have been covered with leaves, so I'll make a play around with what kind of sprites I can make to make them look different.
Firefox. Turns out I still had the game up (the music also stopped for me) and was able to confirm that ending the day doesn’t change the day (I’ve been at 5 several turns), pumpkins DO grow, but nothing else grows. I started a new game and was able to grow things as expected. I guess it’s almost October so pumpkins are special.
No idea how I got into that state but such is jam life.
Farm expansion! The artwork/music/sound effects work well together and the gameplay is solid.
Really like the card mechanics and pulling down pumpkin after pumpkin is very rewarding.
Was there an end to the game? I keep growing the farm but outside of making more money/expanding wasn't sure if there was another goal.
Thanks! I'm very happy this turned out as well as it did, and really think Kevin Macleod's song really pulls it all together.
No other goal, just the initial results screen that gives you your stats. I should have rephrased the button to be "Continue Endless" mode, but it slipped my mind. There was an initial design to have a save / load feature, but I didn't want to risk the time investment as I've never done that in Godot, much less a Web Export.
A very addictive game that I really enjoyed playing, keep up the good work.
Thanks for the kind words and playing!
This is really nice and cozy and surprisingly addictive! I've played it a while into endless just getting lost in expanding my farm. The interactive tutorial's also a great touch and I'm pretty curious how you did it. Placing land is a bit iffy though I'd say, and it rarely goes where I want it too. And yeah, the hand clutter is a bit much even with the filter. I think it might feel better if more expensive packs give less cards than they do right now but can give better cards with more coverage or crops with higher quality. Overall though, a very solid entry. Great work!
Thanks for playing! When I get back around to this game, I've made some plans to create some card progression and extra card packs to control the draw pool a little. This should help with hand clutter and creating more useful cards for the player.
The tutorial is actually fairly simply built. Each of the tutorial steps exist as slides in the format of 4 very panel containers and a fancy looking Rich Text Label under a single Node parent for each slide. The 4 panel containers are rotated and placed so there's a gap in the area I want the player to click in. The panel containers block out any input outside of that gap, and the way they overlap makes a pretty convenient set of arrows. Then, I have Node that tracks where the user should be in the set of slides and toggles them on and off as they progress through the tutorial. Luckily there are no complex steps in the tutorial so I just have the tracking Node progress the tutorial for each of the actions. The main challenge in creating it was making sure it was repeatable every time, so steps were either left out, or explained in text to control where things could possibly be on the screen.
Really good game! The mix of farming and card game mechanics works really well here! The cards and tools are clear and the filter is a life-saver here to deal with a bit of a clutter once you get many more cards. Really addicitive and cosy. It's very satysfing to see the farm expand! I really liked it, well done!
Thanks for playing! I agree, the filter helps so much, I only wish I spent more time developing it further. I'm glad you enjoyed the game!
good, i can only complain about the controls and the rng that never brings the cards you need, but you have an interesting idea of game.
Thanks for playing! More specific card packs were cut out because I couldn't figure out how to reliably set up the draw system for them in time. I've given it a bunch of thought during the review period and now I think I have a few ways to do it without too much reconfiguring of what I already have. Though it's not displayed, each run has an RNG seed, and the pool of cards to draw from has a bounded probability. Along with some other kinds of packs, I'll add packs of specific reprints so that there's always a way to get ones like the Watering Tool or Harvest Tool
I liked the tutorial and how you instructed well the player on what to do, it made me feel a little less confused for the following parts of the game. One thing I'd go over again is how cluttered the cards felt sometimes when you had a lot of them. After I got used to the filter though, it was a little easier to navigate. Great game! Congrats!
Thanks for playing! I'm really glad the tutorial is helping people enjoy the game! Also, I agree with the card clutter, and improving the filters is one of the first things I want to work on post-jam
Great use of the theme, farming with cards is a lot of fun! I'll admit I lost track of time a bit and found myself humming the music. And then the music stopped, and I was sad haha (but I kept playing of course).
Loved watching my card deck expand as well, to the point where I had so many cards I wasn't too worried where I was placing the tools. Could potentially optimize things to make it a bit more challenging, though I also enjoyed just relaxing and watching things grow.
Also, thanks a lot for the in depth tutorial, as it made the game a lot more accessible. Awesome job :)
Thanks for playing! Sorry the music stopped looping for you, but I'm glad you enjoyed the choice. I'll admit I've lost myself in that track more than a few times while developing the game. Kevin Macleod is truly a treasure in the industry.
I had a similar experience while I was testing the game. At times I'd find myself going into deep analysis, but after a bit it felt really nice to just let go and zen to growing the farm ever bigger.
As for the tutorial, I got pretty skewered by it the last jam. So this time around I wanted to nail it out of the park. I'm very glad it helped you enjoy the game!
Wow! This is an awesome take on a farming sim + card game! I had a blast trying to optimize the layout. I think you should definitely keep working on this to polish it up! Some polish on the graphics and maybe some keybindings to reduce the repetitive nature of some of the tasks could go a long way. Great job!
Thanks! I honestly couldn't stop laughing when I came up with the premise, it was so silly that I had to do it. Everyone's encouragement here has definitely motivated me to want to give this another polish pass at some point this year. One of the things I'll tackle is how to reduce the mental load a little at the end with some form of progression and add some hotkeys for the filters.
This was way more addictive than I expected. I sat down for a quick go and ended up deep in crop economics before I knew it. The whole layout is really clean and easy to read and I love how satisfying it is when things start to scale. Also big fan of the card system. It is a clever way to manage upgrades and progression without feeling overwhelming.
The art style has a lovely charm to it as well. Everything feels super cohesive and polished especially considering the jam time frame. Would definitely be keen to see more card types or crops added if you ever revisit it. Great work all round.
Thanks for playing, I'm glad you enjoyed it! Alot of the crop variety features were cut pretty early so I could focus on tightening up the rest of the gameplay. I plan to come back to this game at some point, and I'll definitely make sure that's one of the first things to get reimplemented!
I know exactly where you’re coming from. We were in a pretty similar boar with our entry! Rhythm games aren’t much good to anyone without polish, so we unfortunately had to prioritize game feel over what feels like a huge list of things we wanted!
Still, that’s all part of the charm when it comes to jams. I’ve dropped a follow just in case you decide to work on this further! And I gotta say the twitch clips are a nice touch. Very high effort indeed!
Really fun game i spent way to long playing tho!
Thanks for playing! Yea, during my testing, I lost myself in the zen and definitely played much longer than I ever intended
I really like the concept of this game! Would love to see more cards varieties if you plan to update this in the future.
Thanks for playing! When I was planning it out, I did have more plants and planned for them to each be worth different amounts and different grow / regrow times. However, midway through development I realized I wouldn't be able to properly balance them in time. Whenever I get back around to developing it further, I'll definitely add more cards and more card types (like props or other terrains)
I love the art style! What do you use to make it? I'm still very new to game dev, I would appreciate the help!
Thanks! I used Krita to create all the textures and sprites. All the textures are vector splines with a fill / gradient since it's difficult for me freehand. Godot's engine takes care of most of the color shifting / layering, so there's a great amount of reuse with the backgrounds and sprites. For example, the Seedlings and Sproutlings are actually just white/gray sprites, and I have Godot turn them green or wither them yellow. The Card backgrounds are reused for the dialogs and buttons, by adjusting how much of the texture is used and the settings of the Node.
This was my first time using GDScript outside tutorials, as I wanted this one to run on web. It was just as flexible as using C# to swap out the sprites dynamically and creating animations on the fly, and the coding with it was pretty straight forward once you get used to it.
Are you participating in the Jam? I feel like the easiest way to learn game dev is to have a driving force to it, and Jams give a deadline, topic, and critical feedback. Then, you can use that feedback to hone your skills and thought patterns towards making your dream game later. You also don't have to do it by yourself, I believe there's a pretty healthy amount of people on the Jam's discord server looking to team up.