Stealth farmer by CrispyPear
Play as a farmer in a calm world

filled with robots and alarms!

| Windows | https://crispypear.itch.io/stealth-farmer |
| Original URL | https://ldjam.com/events/ludum-dare/41/stealth-farmer |
Ratings
| Overall | 483th | 3.167ā | 20š§āāļø |
| Fun | 462th | 3.083ā | 20š§āāļø |
| Innovation | 509th | 3.028ā | 20š§āāļø |
| Theme | 424th | 3.417ā | 20š§āāļø |
| Graphics | 585th | 2.611ā | 20š§āāļø |
| Audio | 346th | 2.806ā | 20š§āāļø |
| Humor | 239th | 2.972ā | 20š§āāļø |
| Mood | 313th | 3.083ā | 20š§āāļø |
| Given | 21š³ļø | 13šØļø |
It is a combination of Flappy Bird and Tetris
https://ldjam.com/events/ludum-dare/41/flaptris-flappy-bird-tetris
After getting enough coins to complete the tutorial, the shop/chest disappeared and was replaced by a brown wall. There's no indication of what the player should do next. Eventually I figured out I had to walk into that brown wall and jump to advance to the next section (??). After I made it to the main gameplay, I eventually died and was **sent back to the tutorial screen** even though the itch.io page says, "You will only have to play the tutorial once, so dont fear when you are put back into the menu." Going through that tutorial 3 times was too many for me.
I never had time to see if the finished game worked as intended. I wish I had, because of the press of a button would have fixed the tutorial problem. The ladder was just bad design.
I appreciate your feedback. Future tutorials will be better, thanks to you
I think you had a interesting concept for a game, but it seemed you didn't get enough time to execute it. Due to the limitations of the compo I understand that you did not use assets from the unity store, but I think they may have benefited your game. Square on the ground looked like a coin to us, and so we tried to put it in the bucket only to be confused why it didn't work. Eventually we figured out that you needed to use it to plant seeds, but then it wasn't obvious that you'd have to harvest all of the plants to get the 10 or 25. I still am not sure why the prices were not listed per plant. Requiring special soil for each plant was also confusing. I'm not sure why the cactus had to be planted in light brown vs dark brown. Here is where textures could have helped. If you were going for sand or dirt it would have made more sense why the needed to go in a specific color.
At the end of the first part of tutorial we were also confused on how to move to part 2.
Ideally the tutorial is meant to slowly introduce the player to the mechanics of your game. You can do this with levels where you introduce one concept at a time or with UI text. The sign you had at the beginning was nice. It set a goal for players and made us look for coins. What would have helped is having the seed dispensers in front of the patches of ground so we would know the two were related, and have the bin between them. You could have also started the player out with 10 coins so they would know that coins would display on the UI and not be an object in the game. Lastly by giving the player 10 coins they could then discover that the seed dispenser is what would give out seed packets.
We barely made it in the level. There were not enough places for us to hide around the start so we could acclimate to the environment and create a strategy. Forcing us to do the beginning part of the tutorial over again is annoying for returning players. There should be a way to skip it.
I hope you enjoyed the experience of making a Ludum Dare game, and I hope that you continue to make games in the future. Next time though, its ok to use assets if you do a Jam entry even if you only work on it on the weekend by yourself.