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SeasonsOnTheGrid's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #7 | 4.154 | 4.154 |
| Audio | #16 | 3.846 | 3.846 |
| Theme | #36 | 3.769 | 3.769 |
| Overall | #76 | 3.011 | 3.011 |
| Graphics | #87 | 3.154 | 3.154 |
| Fun | #109 | 2.462 | 2.462 |
| Accessibility | #143 | 1.923 | 1.923 |
| Controls | #150 | 1.769 | 1.769 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot 4.4
Wildcards Used
Autumnal
Cozy vibes and autumn-like atmosphere
Single Location
Use only once location
Limited Palette
Use a restricted color palette
Game Description
Incremental, Crafting, Recursive farming game, keeping it cozy and warm!
How does your game tie into the theme?
Our game builds upon an infinitely expanding recursive cell based farming system. Fill the grid, hit create Cell, replace a cell on the grid with a now tier 2 cell that has the entire previous 3x3
Source(s)
N/A
Discord Username(s)
jin_tachi, lunel_astral. ultraneromode, picoplankton
Participation Level (GWJ Only)
2
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Comments
Pretty cool idea, but the execution could be a bit better, specially with how complex it is. I'd love to play it again in the future!
I think I grasped the concept well enough, even though it didn't actually work. I like the idea of making a recursive tile game.
One small thing though, there could be an indicator that the kitchen and delivery are actually set to something.
The icons were are absolutely a planed element. I've already managed to fix all the recipes and systems that were broken, and I'll be adding a "assigned" part for the delivery and kitchen nodes that display what they are currently assigned to. Thanks for trying the game and giving some feedback!
I liked the style of the game but really struggled to get going if I am honest. There felt like a lot of steps required to get underway which felt a little frustrating. I feel will a few steps removed it would open the game up. Also an in game tutorial leading the player by the hand would be a good addition.
A good entry 👍
This is a common trend in the feedback im being given - I'll be taking it to heart and using it for sure going forward. With being so up to the line to get it submit, and having our recipes remain broken (even though we thought we patched it), we ran out of time to make a tutorial, which was why I tried at least to type one up. I'll definitely be doing a review of "clicks to actions" to make sure the loops are simpler!
Thanks for the review and playing the game!
This is an interesting and deep game! I think the recursive idea is super interesting, kind of like that factorio mod where you can put factories inside factories. I was confused about my recipes not working until I saw your other comment. Definitely echo nomelu's excellent comment about feedback and clarity, just focusing on answering the question "did what I just tried to do work?" would be very helpful. I also think it would be good to explore how to make the 3x3 grid contribute to the game, right now aside from limiting your spaces the grid based layout doesnt matter. things could take up more than 1 spaceso you had to tetris them together, or you could have bonuses for things being adjacent. Otherwise you could be free from the grid and make something more thematic, like having 9 "plots" of land spread organically around a map. Nice work!
The premise of the game is cool, and with a bit more time to polish it, I think it could turn out great! And the idea to take a snaphot of your gridand placing it as a tile is super cool. I also really liked the music!
The exponential growth is a really cool idea! I love idle games and could see myself playing more of this. I couldn’t quite figure out how to make pumpkin pies, even though I had pumpkins like the recipe said and I was telling the frying pan tile to make the pies (I think, the interface wasn’t super clear). I also wasn’t quite sure what effect the different seasons had. The core concept was pretty fun still, even if the interface can be confusing.
I just found out recently that our recipe tool is calling the wrong datatype, but it only throws a runtime warning, so we didnt catch it. The recipes essentially aren't connected at the moment. Normal deliveries work just fine though!
Any suggestions about the interface? I am still learning to apply design theory to how I set up the UI, and I've been trying to keep it relatively straight forward with the most important information relatively close to eachother. With a bit more time we would be able to adjust the icon sizes, make things a little more uniform, and update how the Tabs work (as well as highlight on mouseover so you know you can click something).
Any feedback is greatly appreciated!
-Jin
I think the big thing would be to increase clarity. For example a label at the top of each menu so you know which menu is open (like “choose a production” or “choose a building” or something). Similarly the “tile selection” button doesn’t really look like a clickable button when compared to the “create cell” button. And when opening a building’s menu, having it’s current production already highlighted would be nice, because its hard to tell what a building is producing if you forget. A farm that does not have a production chosen yet also animates the same as if it was producing.
The other big thing I found is that it takes a lot of clicks to do something. For example, 1 click to highlight a building -> another click to open it’s menu. Since there currently doesn’t seem to be a reason to highlight a building other than to open it’s menu, it might as well be one click opens the menu (Also if I open a farm menu, but then click an envelope tile once, it looks like I have the envelope selected but the menu that is open is showing the farm). Similarly, say, to buy a new apple farm on an empty square then close the menu its 7 clicks (select tile -> click tile selection button -> farm -> click farm tile to open it’s menu -> click apple -> click tile selection button twice to close menu). Since the only reason so far to left click an empty tile is to put something there, and once you buy a (T1) tile you probably want to assign it a production, this could be 3-4 clicks (click empty tile opens buy menu -> click farm to buy it -> click or maybe auto open farm menu -> select apple, which could auto close the menu once selected). Auto closing the menu once selected would also stop problems like being able to click to buy a farm multiple times in a row and losing money, even though you’re only building a single farm.
I also couldn’t place any T2 stuff, or delete them if I accidentally clicked the create cell button.
I think the core idea is really interesting and the art looks good, I think if you felt like fixing those after the jam it could be a fun game, and if not, then I look forward to playing your next game :)
Awesome feedback. It's funny you mention clicks. I usually am a stickler on menus and actions being too complicated, so that is some great feedback that I absolutely let it slip the mind here. The reason for the multi clicks right now is more the contextual menus aren't fully linked. When you click on a bare tile, the menu that SHOULD pop up, is things you can put in there immediately, so you should only have to click a tile, then click the item you want to go there, thus being 2 clicks. But right now there was some back-door-gamejam-jank to get it out the door if you know what i mean. We also had plans early on about making a full production line with transport cells as well. Plant seeds and farm in one slot -> transport cell grabs from the nearby and pushes it into the processor cell. We scrapped the transport for jam timeframes, so that was a bit of vestigial code. Also - im aware we need some more visual feedback for your actions
Thank you again for the feedback, this is very insightful and useful for me!
I really like the visuals and music in the game, especially how the music changes between seasons. I think this game would benefit greatly from a tutorial as it's a bit hard to tell what's going on or how to play based on the description. I was able to make some carrots and eventually carrot soup after playing around for a bit, but I couldn't figure out how to "Deliver 5 carrot soup" to fulfill the quest tracker at the top.
So i'll be adding the list of recipes for how to craft / deliver the items as an image, this was something we also thought of as well! Thanks for the feedback!
We were up to the wire when it came to getting the game uploaded. I did try to put some references on how to play as gifs attached to the page
I'll definitely add that recipe list!
*quick edit: the gameplay tutorial guide has been added at the top of the games description for now, hopefully that helps!