minakorii 2023-01-09 19:04
I love the graphics design and the mood of the game Plants were growing so fast, it's a bit frustating to wait to use another element imo But still fun !
Foon → Ludum Dare Explorer → LD52 → No Harvest
By rogerw, jackypark9852 and benisu
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 187 | 3.82 | 116 | |
| Fun | 205 | 3.70 | 116 | |
| Innovation | 72 | 3.93 | 116 | |
| Theme | 153 | 4.10 | 116 | |
| Audio | 202 | 3.62 | 106 | |
| Humor | 226 | 3.35 | 109 | |
| Mood | 370 | 3.50 | 110 |
I love the graphics design and the mood of the game Plants were growing so fast, it's a bit frustating to wait to use another element imo But still fun !
Reached day 33 :) But I think I would like to not click ok each time I want to grow a disaster . For the rest, it is a nice looking game.
Said no to 39 days of harvest. The more immune plants managed to outgrow me by being scattered everywhere. After some point the game starts to feel impossible because no matter where you shoot, you either don't destroy enough plants or make too many plants happy.
All around nice little puzzle game
Visuals are so good! The disasters pixel art is very well done. I will say its a little tough to have to select, place, hit ok, than wait to be able to select the next disaster, made it very tough to keep up. But love the "no" harvest gimmick!
I really liked the mechanics! Very different take on harvest, reached day 22.
Good idea that I like, nice game, gj!
Fun idea and polished execution! The gameplay should teach the elements more slowly imo. Well done!
Lovely, polished game. I liked the concept a lot too. Didn't find the fireball useful at all though? Reached day 34 :)
A good game.
I like that you made a game about not-harvesting. It a quite uniqe approach to the theme. I like the graphics and audio. I only wish i could select disasters with keyboard and not to have confirm every action. I think it would make the gameplay more dynamic.
I really enjoyed this game! I loved how the shapes of attack added an interesting mechanic init of themselves, it would have been interesting to see a cooldown of sorts or something else forcing me to use other attacks, I did like the feature where certain attacks made other plants grow instead of destroying them. It was pretty easy to see this though from the highlight on the ground.
Good entry! Polished and fun, liked the art - kept raging at the lightening as it is a bad shape :smile:
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Good game, I really like the idea!
Great anti-theme submission XD
Wonderful art style and very fun gameplay loop. This was a very interesting and creative take on the theme. I managed to deny 25 days of harvest.
Really liked it! Reached day 28. It does get basically impossible later to keep up, though I have seen people get further in than me, haha.. But it is really fun. I think it'd be cool if you ever wanted to add onto it to be able to upgrade your elements in some sort. Also love the art! Good job.
Amazing job all the way around! The game is beautiful, from the level, the icons, to the flashy destruction animations. Very intuitive mechanic and the gameplay loop is a lot of fun. A small detail but, as a few others have mentioned, I wish there were an alternative to the OK button. I see the benefit of having confirmation in case the player misclicks or changes their mind, but something like being able to press the spacebar would help make the transition between days a little easier.
Love the graphics and animations! The premise is fun, I had a hard time managing everything coming at me. I think if you added some kind of chain mechanic, like how a match 3 game has, this could get really addicting. As it was, placing individual elements to destroy crops *worked* but was missing that little extra step. Otherwise though, great job!
Day 28! What a cool concept. Those anti-red-blue ones are really killer.
I kept looking for an opportunity to use the meteor but never found one. Maybe that shape is too unforgiving? Although I like the concept of an inflexible shape with lots of raw crop-destroying power.
Great work!
I really liked the concept of this game!
Really nice concept as well as cool visuals and music, and it plays well without any noticable bugs. Well done!
This was a really fun game, i like how you made it so the lightning bolt was a an option but you would eventually lose if you kept using it and not risking it with the other spells
The game is very cool! I especially liked the graphics.
Excellent! Had so much fun with it! Easy to learn. Engaging. I could play this all day :)
Day 36! Very cool idea! I like the design of this mechanism, with nice graphics and music.I like the design of the fire ball, mostly it is useless, but sometime it can change the result.
Brilliant idea. The various immunities and shapes made it quite challenging. The graphics and sounds suit this game perfectly.
I love the concept of reverse farming and all of the natural disaster effects felt good to use. I didn't find a use for the fireball, though. Made it to day 28 :)
It's too hard to find best solution!lol, good!
hard to keep up very cool mechanic. Hope you make something more of it its amazing.
Very cute game. Great art and presentation. Gameplay is fun and interesting at first. But balance-wise I think there's too much of a feeling of powerlessness, where it's just impossible to keep up; not because the player skills are lacking or could improve with practice, but simply because there are no tools available. So it feels somewhat frustrating because you know it's inevitable you'll lose and it doesn't offer much replay value. Game idea is solid though and definitely one of the most original theme applications.
This is a compelling puzzle, cute graphics and a nice reverse take on the theme. Congrats!
Yup, thanks for the very valid and valuable feedback! We unfortunately didn't have much time to think through let alone implement a proper endgame, but this could be something we look into in the future! Some other feature additions for the future that are on my mind right now (some echoed by other comments here) are: 1: upgrades to the shapes of each element 2: a damage system such that not all plants die in one hit later on 3: some timed aspect 4: click to cast instead of clicking OK 5: balance updates and some kind of end game state that's not an inevitable game over, such as a final boss level
I had lots of fun playing yours! Here's some feedback
- I like how the red plants are immume for the fire-like disasters, the blue ones for water/wind and the blue/red ones for all but thunderbold. It is a little detail, but it makes the gameplay so much more enjoyable with that color coding - I like how you have the thunderbold, and that it is a small but general disaster you can always use - I had one situation where the game would not let me execute a disater while clicking 'OK', I could not reproduce that behaviour in the next - I like how each disaster has another patten
- The music is fitting but a bit repetitive. But then again, so is mine (maybe worse haha) - The graphics are cute! I see that you opted out, is this some kind of texturepack you used? - The story is funny! Its almost sad that this is the first game I'm reviewing, because I think this could be a very big breath of fresh air if you just reviewed 23 farming simulators haha
Great job!
Reached day 40 ! Loved the concept. This game need a post-jam version with more disasters and upgrades !!!!
Really nice game! Well done! Will definitly try hard the game later
Nice concept, and really nice effects!
I like the making idea upside down compared to everything else. Reminds me of playing Sim Safari as a kid, we did not had any idea what to do, so we just burnt down everything.
I think color coding plants and attacks is bit off, those combination plants that are immune to both blue and red attacks could have more of blue colour to make it more obvious. Otherwise graphics do their job and they look nice. Good harmonic palette and decent pixel work.
Cool game!
Great art and nice music! I enjoy the gameplay quite a bit and the theme is quite amusing as well :D Great work!
I got to day 34 :) I really like the 2.5D art style, and the game was really fun! Unlike so many other games, the aim of this one is to kill the plants!!
This is a really cool idea, I'd love to see it expanded further. It got really interesting trying to plan the perfect move. Really cool submission! LudumDare_Screenshot_03.png
Nice game with good visuals! I think clicking "okay" each time is a little redundant, or at least annoying, maybe just use space bar or get rid of it? I;d also love a faster way to select my weapon, even if just binded to number keys. Great submission!
Loved the theming and humour! Agree that the confirm to attack felt redundant but the puzzle survival aspect is fun!
The game was quite interesting and the graphics were beautiful. However I'm not sure how I'm supposed to progress beyond day 37~40.
It was also super chill. :hearts:
Great concept and really well executed! I love how the different element types also have different shapes to their area of effect. It's definitely hard to keep up with as it goes on.. it would be cool if there were some strategic ways to line up your attacks and kill more plants with a chain reaction or something. Of course that would be tricky to balance, and the game as it is right now works really well :)
What a great concept and implementation! Love the little animations and the background music, too. Great job!
Great entry, would be neat if you could upgrade the shapes for each disaster or something. I had to use the lightning a lot for all those pesky anaglyph plants cause they'd get in the way of the other disasters. Had a lot of fun thanks :D
cute and funny ,,I like this game very much,,,although it is hard to choose which skill ti use
You've achieved a very high level of polish! All the art looks fantastic. I was also impressed with the difficulty curve, it feels easy enough at first and then ramps up well and introduces the other plants at a reasonable pace.
I used the starting tool the most and I never managed to use the wide meteor tool. Were you able to use it effectively while creating the game? It feels like there should have been some other draw to it e.g. making this the "destroy everything" tool instead of the lightning.
I made it to turn 34. The attack preview and the in particular the feedback about what you will not destroy is clear and simple, perfectly fitting a strategy game like this. That's just one of the many good choices in your execution. Really well done!
Great game and nice concept! Good twist of the theme.
The idea is really good and I like the differnt types of plants. It would be a bit more comfortable to play, if I did not always need to click ok to place a disaster. Otherwise, great game!
That was great, I got to 34 days :) I really appreciate the attention to detail, like leaving the destroyed crops in while the new ones spawn, so they can't spawn on the area you just cleared. Love it!
This was great! Excellent graphics and sound, gameplay was fun but challenging. Very impressive for a game jam! Nice job!
Cool game,it would be better with some hotkeys.
I like the graphics, effects and sounds. Gameplay is way too strange and doesn't look logical to me for this theme, but could work with some other setting.
For some reason you opt-outed from graphics voting (probably by mistake). If it was a mistake, feel free to tag me so I can vote for Graphics when you return it.
I like it a lot! The title screen is gorgeous, the music for a puzzle, the gameplay is very chill (bonus points for the red/green highlighting of the plants). It's easy to get into, a fun and an original take on the theme. It's still about "harvest" if the goal is to destroy them after all :D
@danmerey, I think they opted out from graphics because they used ready-made assets, it's in the credits.
I got day 24! Not a lot I suppose lol, but I was so slow because I kept trying to avoid weaknesses so I was using the lightning one a lot. Neat concept and chill music give this one a good relaxing vibe, despite the fact that you are there to destroy things lol
Really creative! I love that this game is doing the complete opposite of all the others lol! Fun game! Well done!
Really cool ! I love the fact that you have to destroy the plants. Lots of cool ideas. Congrats!
quite interesting use of the theme, and very well done! the only think i can say is it would be really good if i can use key board. or actually i can but i just didnt find the right key?
Very innovative/fun use of the theme. Game was really challenging. Would be cool to have a leaderboard. Sound is really great but would like the option to mute if I want to play quietly.
I have been playing this game for a while and have made it to day 27! I find the gameplay to be smooth and easy to pick up. The graphics are pleasing to the eye, and the sound design is also well done.
This is a pretty fun puzzle game. I found myself getting hooked pretty quickly, and after a few runs I got a high score of day 33! I was never quite smart enough to make good use of the fireball though - did anyone else ever find an optimal way to use that one lol?
Cool aethetics! Though to strengthen sense of strategy, maybe there can be a prediction about where and what plant will grow in the next day?
Anyway, I like the reverse thinking about the theme.
Really, that game is a lot of fun. Good job on creating it! I love the mood and atmosphere of the game, it fits perfectly with the theme. The graphics are great and I'm pleasantly surprised by the originality and effort put into it. While I liked the audio, I think there is room for improvement in future updates. Overall, the game is good and well done. Keep up the good work!
This was a neat little puzzle game! The only change I would add would be to have the disaster occur the second you click to put it down as opposed to going to press OK each time.
This was a pleasantly difficult game, and I managed to prevent 37 days of harvest! My only complaint is that the second fireball seemed useless because it was difficult to find a time when it would not hit as many red or red/blue plants as the others.
Really nice take on the theme with reversing the concept to preventing harvests. The two kinds of colors (red and blue) provided some nice variety in gameplay especially since the ways to get rid of them require different strategies
Thanks for submitting your game on the stream! Here’s the start of your game if you wanted to re-watch initial thoughts youtu.be/y26fNN5FUi0?t=1910
Fun game, I think the furthest I got was day 40! Congrats on the entry!
Very cute, well made, and polished game! Nice artstyle, unique gameplay, this game checks a lot of boxes... I like the variety of different disasters and plants.
For a jam game, this has enough content already... But if you plan to release it fully, a suggestion I have is that you can unlock your own disasters after a certain amount of time, choosing from different shapes and elements.
I would also like a leaderboard XD I played this game over 5 times at this point, and this was my best scoreScreenshot_20230115-170406_Chrome.jpg
Great game, solid entry, well done!
I like the twist how we actually are the ones who don't support harvesting. Visually working brain game. Sadly, I lost almost immediately :')
Liked the puzzle-tactic side of this! Reached day 50. Game over came a bit "suddenly", because you never know how many plants will spawn. What if game ended only if you end the day on over 50 plants? So that when the new plants spawn, it would show the player "52/50" (etc.) plants so the player knew they would have to kill atleast 3 plants. Just an UX thing that came to mind. Anyways, fun little game!
Capture.PNG
Those crops SHALL be burnt.
Wow this was a very solid and fun game. I'm incredibly impressed! The shape for the big fireball (the diamond shape one) is very useless because its so spread out. The square and the cross shapes are the most useful. The horizontal line should be a 2 rows instead of 1. This would balance out the power of each spell.
Also, while i understand this is a game job, i could see a few upgrade being really interesting here. Allowing the player to selectively invest in their spells to increase the shape size or have knock on affects like a "splatter" where it randomly spills over into a random neighbor space.
Things like that would really amp up the "interesting choices" the place has to make.
Overall great work though - one of the better games i've played!!!
This really clever, using elements in a farming game. I just didn't think of it because in my mind all plants would be earth, maybe water. And the game, it looks AMAZING! Exceptional job, holy heck! This is a great entry!
Really cool take on the theme, anti harvest haha. The 3D but no 3D graphics looked really good
This game is great! I love the art, the effects, the design, and the implementation. I mirror the other commentors in thinking that having to press OK for each effect feels a bit redundant. I also think that the amount of plants that grow every time you destroy some is too high, I believe it cycles between 4, 4, and 8, which is a *lot*, as when you get absolutely optimal placements, which happen rarely, you can only get 9. Upgradable spells would be very cool. I definitely wasn't thinking of puzzle games when I saw the theme, but this game shows me how well they work. Super cute game!
I really like the visual style!
Cool concept for a puzzle game
I could last for 33 days, fun to play. Good visuals and music. Nice entry mate!
this game is very fun it's a good puzzle game but I think that after about thirty days it becomes less interesting and that's a shame because I really like the concept
Good take on the theme with this idea and great execution, lastly the visual effects are really great!