5 stars across the board! Wonderful art, great music, the game felt great, and was truly fun! Nice job on the theme!
Play game
Farm to Cup's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.078 | 4.078 |
| Visuals | #1 | 4.600 | 4.600 |
| Accessibility | #2 | 3.667 | 3.667 |
| Itch page & Marketing | #2 | 4.600 | 4.600 |
| Audio | #2 | 4.200 | 4.200 |
| Theme | #3 | 4.200 | 4.200 |
| Gameplay | #10 | 3.200 | 3.200 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation
Mix plants to get new varieties.
Players Notice
There's a few endings in the game so I would love it if you play to find them all.
Development Software
Godot, Aseprite
Accessibility
High contrast, simple mouse-only control, big text
Comments
Fun game! The limited color palette was fun and visual/sound was well executed:
- It honestly felt very polished, especially for a gamejam; I wouldn't have guessed that you did it in only 40hrs if you hadn't said it in the game description - massive bravo for that.
- Game was really thematically consistent and generally really enjoyable
- I would've liked to have had a timer while picking out coffees for the customer as well
- Being able to sell beans would've been a nice addition - between limited time and balance impact I can appreciate why you didn't - but would've been nice to have something to do with all of the reject beans I'd collected by the end.
I really love the art, music, and SFX! I personally found it easier to make more money by not using the shop much and just using the beans that I had. Although, doing that made me run into a softlock where I had a customer with nothing to give them lol. I also don't know if this is just me, but I think it'd be nice to be able to see the timer while you're interacting with a customer. Apart from that, the gameplay loop was nice, and everything blended together really well for the atmosphere. Congrats on the submission!
That's a really good bug that you found! It's true that you can run out of both beans and money and there's currently no way to refill them. I hadn't thought of that, since with "normal" gameplay there's way more beans than you can use up.
After the feedback I've had for the game, if I decide to revisit it in the future, I would probably remove the timer altogether since it clash with the slower mechanics of planting and mixing beans.
Thank you for playing, reporting the bug and the nice comment āŗļø
I like the setting of the game, I like it visually because it feels cozy and I really appreciate that you only need the mouse to play, sometimes in jams it can be tiring to play games for how much I need to use the keyboard
About the gameplay, I like itās easy to repeat the game, I can get Game Over and start again fast with the new knowledge I got from the last run. I like the concept of how fusion is implemented here but I found myself playing better if I ignore most part of the store and the fusion of beans or only interact with it when I need to make more beans when I about to run out, it can be a little difficult to make interesting beans because for some reason I ended up doing similar beans each run despite trying a few things differently each run
Once I accepted that I wonāt deliver the perfect coffee each serving and just serve the closest from the 5 options I have, I started to get a lot of money, which is good because you can beat the game but itās a little sad that in some way I felt itās punishing trying new things for how much beans you end up having if you seed them all the time. Which made me think it would be great to be able to sell the beans that you donāt need or I think I wonāt use anymore
About the endings, I only got 2, the good one and the bad where you lose your coffee store, I donāt know if there are more and I found a softlock, if you sell all your beans and get a new client, the game canāt proceed

I liked the store because it offers interesting beans and I really like the 5 points graphs with the little hover on the info. Itās great to see the result of the fusion on the same graph once you start to fusion the beans. Also the concept of matching the coffee with the person is nice, it makes you feel you really try to sell customized drinks. The song is good and never felt repetitive for me, also the tutorial is nice and it feels like the whole 1st run is the tutorial, once you complete that 1st run, the game feels nice but due the problem I say above, it can turn into a kind of empty experience once you play more than 1 time after the good ending...
Itās amazing to see this made in 40 hours, thanks for sharing! :)


Thank you for the extremely detailed comment āŗļø
I appreciate that you explicitly pointed out the mouse-only control because these days I'm slowly going more into the camp of the belief that the keyboard is fundamentally a bad game controller hahaha. So lately I keep making UI-focused game even though I wouldn't say I'm an expert or even like making UIs that much š¤£
Thanks for playing the game for a few runs. I agree that with the current mixing system, although it has some randomization in it, it's not dramatic or impactful enough to make it feel distinctive each run. That alongside the static offerings of starting beans and shop can make it feel samey each time. There's one more super good ending if you ended up with a tons of money but I appreciate that you played a few times.
Another comment also found the soft lock so I'll think of some solution to fit that bug, thanks for letting me know. If I revisit the game at some point, I would change a few designs so the gameplay would reward the player's decisions more, like bean mixing feels more important and not just a randomized slot machine to get more beans.
Thanks again for playing and commenting!
I loved this game! Everything about it was very beautiful and felt like a very well rounded game! The game fit perfectly with the theme and the gameplay loop was addicting. I absolutely love the art, I'm a sucker for monochromatic designs, and love the audio as well!
Couple improvements I would suggest:
- In terms of gameplay, would've loved to have more money to spend on beans (my customers were happy with my low quality brew however hehehe) as well as the beans having more wild affects when planting, I didn't once see a maxed out stat bean, very sad :(
- This game is begging for controller support, this is the perfect lie down and chill game and therefore would be the perfect for a controller.
Absolutely great work, this one's a highlight for me!
Thank you for the lovely words š„°
The shop is definitely the number one complain so far. I didn't quite think it through, so it would have been better when you buy the beans in shop to give you many copies or if it was cheaper. There's actually bit of random "mutation" in the planting when it goes from plant to harvest, but I don't think it was very noticeable for players, so could also do better there for sure.
Funny you mentioned controller support, I make a lot of UI-focused, mouse-only jam games these days precisely because I want to avoid making action games that are better suited to be played on controller, but I could see that this concept could be a chill couch game or a handheld Switch or SteamDeck game for sure.
Thanks again for playing and commenting!
A simple and effective interpretation of the theme! Mixing coffee beans is such a cozy experience (āøāøāāæāāøāø)

(Should you say something like I WIN instead of GAME OVER XD)
- Beautiful and consistent pixel art style with animations, I like how you modified the tree asset to fit the color palette
- Audio is engaging and responsive, also randomized
- Detailed tutorial on how game loop works
I think the game has great strategy potential but is limited by the current unbalanced economic, like many people failed to farm the $3000 goal
- I get the idea to serve with respect to the coffee attributes, but it's still pretty vague how the customer respond to the shape
- The shop seeds are too expansive and brings little benefits, I found it more effective to mix the initial beans without buying from shop and made it to the end
- The timer (or time-based day) really contradicts with the intention to pick the best coffee for the customers, and it's even not shown when picking the coffee!! It's more effective to spam beans now :derp~1:
Awesome! You found the overachiever ending haha. I'm really glad someone stick around long enough with the game to get it XD And you're absolutely right I should have put "YOU WIN" or "CONGRATULATIONS FOR BEATING CAPITALISM" there instead LOL
Thank you for the compliments on the parts that work well for you.
I agree on the part about customer payment seem somewhat random and poorly explained to the player. Looking at it now I think if there was some sort of animation of the 2 graphs merge together and overlap, and money is shown how they are calculated for each attribute, it would make the game much clearer so player can strategize more.
My initial intention is to make the game feels more arcade-y and fast paced and players are supposed to pick beans based more on feels, but after some feedback I agree that it kinda goes against the nature of the careful mixing of beans to get the right attributes (if players choose to engage with that mechanic at all).
Thanks again for playing and the wonderful feedback. And yeah the shop is bait XDD
Pretty hard but good game. I wasn't able to hit the 3k$.
The art is just awesome. Good palette choice and detailed pixel-art. However, it would be nice to have some visual distinction between beans.
Good audio too !
For the gameplay part, it made me happy when the customer said : "WOW! Best coffee ever." :) . However, I didn't really understood why was I getting a lot but like A LOT of mixed varieties. Buying new beans felt too punishing. Like you said, the game is probably still a lot RNG based, because even after doing the maximum mix, I still wasn't able to satisfy them all.
But you did good work on the demand/offer comparison system, it feels really good.
Except for some balancing issues, that's a really good entry.
Thank you for playing! I'm gonna repeat myself about the art from other comments which is thank you very much for the praises to it, means a lot to me when I don't make art often and yes, if I was a better artist variations of beans and trees would have been on the tableš¤£
To expand a bit on a reply I made to another comment, I wanted to implement the game the way it did was because irl coffee is such a commoditized foodstuff that everyone has an opinion on coffee, so end goal of the game would have been to become a cafe where you have everything that can satisfy everyone. In many games the goal is to get things with higher number so I wanted to try making something where you also want lower number things. This was also coupled with the mechanics of plants can have random mutations in their stats when combined, but I think I communicate those ideas somewhat poorly so the game doesn't feel good as a strategy or puzzle game, but more of a slot machine haha.
Either way I'm glad you enjoyed playing it!
Wow, this game is hard. Not sure if it's still unbalanced, I am not lucky enough, or both. I just failed to get $3000 on the last day and lost my little cafe. I think for me the main issue is that coffee beans are just too expensive to experiment with, and with the fact that cross-breeding beans doesn't feel too worth it (besides free beans) because of how random the customers are, makes the game really RNG dependent. The concept is really good, though, and with a bit of polish and expansion, this can become something really good.
Other things I like:
- Art is nice, I love the colour tone a lot
- Music is catchy
- I really enjoy the radar display of the beans, which removes a lot of guesswork and reading
- Itch page looks great
Suggestions:
- The game definitely needs some more balancing
- The beans definitely need some graphics to support them. They all look and feel the same, even with the radar
- Not getting good brews is almost a death sentence. It would be nice to have some leeway
Thank you for playing and the detailed feedback.
I think you're right that in the current state that the shop is pretty much bait hahaha. I think the game kinda suffer because I drew too much inspiration from real life coffees lol. The shop features real coffee varieties and their prices and attributes have inspirations from their real counterparts (Geisha coffees are famously insanely expensive for example). During idea conception I thought of this game as more akin to a roguelike deckbuilder game. In that sense, the "cards" should ideally feature archetypes and clear roles so that players can clearly strategize around it, rather than just randomize everything and hope it sticks. Same goes for the "enemies", who should have strengths and weaknesses players can play into. Right now they're just a bunch of randomized Karen customersš¤£
I appreciate that you think the art is good. I mainly don't make arts when I make games, but for this jam I have a goal of doing myself so I'm glad it works. But you're right about more varieties and visual distinctions. Would have been a lot cooler for sure.
Either way thanks again for playing!
Farm to Cup has very solid expression of the game jam theme. It really shines with its engaging and motivational gameplay. The visuals are very clean - the limited palette is fun, and the UI is quickly understood with the interactive tutorial system. The purchasable bean blends make for an interesting dynamic. What a very solid jam game <3
Suggestions: I think that having a couple of different designs for the beans could make it easier to identify different types of coffee - perhaps 5 so that you can easily correlate the information in the balance readout to check beans based on their strongest attributes. [if they have more than one maxed out stat then perhaps a 6ths design to show that it has more than one powerful attribute. This is more a quality of life/ease of use suggestion.
Do you intend to finish this game?
What would you do if you had a bit more time?
Thank you very much for playing the game. I'm glad to have heard the art works well because I'm definitely not an artist haha. The tutorials could be way better though, but I quickly put together as best as I could with the limited time I had left at that point in the jam.
The idea of different arts for different beans or varieties is a great suggestion and something I originally considered as well, but again I focused on some of the more crucial parts of the game so it didn't make it in. I included the ability of renaming the beans so players can keep track of different beans with different names, but I agree that having graphics that you can quickly choose from is a much more streamlined way to play.
Hard to say if I want to continue this game in its same form, because I think there's some big issues with it. I may return to it at some point, but it probably would have to have some big redesigns in some of the mechanics.
I think balancing and the bean stats designs are 2 big things I would test more if there were more time, but knowing myself I probably would have spent it polishing some other things haha.
Thank you again for playing!








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