Reap What You Sow by Hare Software

Reap What You Sow
'Reap What You Sow' is a board game in which you have to grow more plants than your opponent. Think growing your own plants is too hard? Try claiming the plants of your opponent or place weeds in their garden to mess with them. When you are running out of space, you can harvest the plants you have grown so far and try again. The player to have the most points after 30 rounds is the victor!
'Reap What You Sow' features:
- A fully voiced Computer opponent
- Local multiplayer
- Pretty isometric pixel art
- Calm and peaceful music
Controls:
Left Mouse - Select Plant /Place Plant
Right Mouse - Deselect Plant
Mouse Wheel - Rotate Plant
Credits:
Hare Software - Programming, Game Design & Graphics
Ben 'Langotriel' French - SFX, Casting & Writing
Igor Ryabykh - Music
Aiko Amami - Voice of Computer
| Link | https://hare-software.itch.io/reap-what-you-sow |
| Original URL | https://ldjam.com/events/ludum-dare/52/reap-what-you-sow |
Ratings
| Overall | 14th | 4.355⭐ | 40🧑⚖️ |
| Fun | 18th | 4.257⭐ | 39🧑⚖️ |
| Innovation | 12th | 4.311⭐ | 39🧑⚖️ |
| Theme | 13th | 4.527⭐ | 39🧑⚖️ |
| Graphics | 95th | 4.311⭐ | 39🧑⚖️ |
| Audio | 13th | 4.338⭐ | 39🧑⚖️ |
| Humor | 80th | 3.828⭐ | 34🧑⚖️ |
| Mood | 84th | 4.068⭐ | 39🧑⚖️ |
| Given | 26🗳️ | 55🗨️ |
Very polished, the AI is fun to play against, I think even very well balanced.
Would love to see this as a mobile game.
It seems very well scoped, were there any extra features that got cut?
At first all these moments felt kinda cheap, like the AI did the moves that I didn't even know were possible in this ruleset, but then it felt really good and even triumphant to pay back the AI by using the same moves on it in return. And in the end I feel that this is actually a really good way of teaching people how to play the game beyond the very basic level.
I also really appreciate that the AI voices its turns out loud and does a little pause before actually doing the move. It really helps a human player to follow up with the game.
If it's not a super secret mystery, would you mind giving some insight into how your AI actually works behind the scenes? Does it simulate all possible moves some number of turns in advance, wights the outcomes somehow and selects the move that produced the best simulated outcome? It also so happened that around turn 20 the AI just gave up and said that it doesn't have a move, although I was kinda lagging behind in terms of points at that time, so I wonder how it really works under the hood and also how it copes with the random nature of the actions that you draft each turn.
But yeah, it's a great game, I really enjoyed my time with it, and thank you all for making this one!
also, the art and audio are pretty awesome.
very cool idea.
@detectivelosos (and @reikan if you want spoilers) Thanks for your kind comments! The AI basically only looks at the current situation and plays from there without looking turns ahead. I then programmed it in a way that I would play the game. It basically goes down a list of actions and tries to find the most appropriate move.
1. place grass in positions that are not owned and will not be owned next turn.
2. scan for dangerous weeds that are close to high value plants and neutralize them with rocks or other weeds.
3. Place plants that are worth points, except flowers, when lacking behind in points.
4. Attack the enemy player by placing weeds or flowers if available.
5. Place plants that are worth points if nothing else can be done.
6. Try to harvest if possible
If there is no action that can be performed from this list, then the AI will just give up. This might feel a bit strange to the player but I had basically no time to add other possible moves.
The last bit that is interesting to mention is that it decides where to place weeds, flowers and reseeds based on the value of the plants in their sphere of effect. Weeds for example prefer being placed close to plants that are worth a lot of points, with flowers that are still developing being the highest priority target. Flowers and reseeds just want to steal as much land from their opponent as possible with as many plants that give points as possible.
I personally really like talking about the AI cause I like playing against it myself too. If you have any more questions, you can DM me on twitter ([@Hare_Software](https://twitter.com/Hare_Software)) and I will gladly explain.
Super impressed by the AI and the way they talk to you while playing against them is adorable!
Also loved the attention to detail with the art! Is it a little crow sitting on the rock? Just lovely!! Thanks so much for submitting such a cool game!
The whole game "package" is awesome, everything from the sound to the graphics come together to create a pleasant and cohesive experience. The voice acting was a nice touch, makes it feel more personal even when not playing against another human. But most importantly, it was a lot of fun to play!
The graphics, audio, and gameplay are all amazing.
Very well done, crafting such a nice game.
@martenscedric Weeds that replace weeds are better in the sense that they can redirect towards enemy territory and cost nothing. The rock is better in the sense that it creates a semi-permanent barrier that you can build behind safely and avoid future weeds as well as discouraging flower expansion due to the attacker inheriting the minus points.
As for the small map advantage, while the first player has an advantage in the form of being ahead 1 turn, the second player has the advantage of always being the one reacting to player 1, and therefore making more informed moves each time. Overall, player 1 still has an advantage but we can't perfectly balance a jam game unfortunately. I hope you had fun regardless and I hope you had a chance to experience our AI as well! Thanks for the comment!
The computer is a bit too good at this game I think. Or maybe I'm not that good haha, I did not win yet, but I had a good time playing yours!