When The Wheat Grows by Better Half
!!! NOW PLAYABLE VIA BROWSER !!!
### [Controls]
Spacebar to run the dialogues
Left mouse to interact
#### Try to convince the citizens of a small town in Italy to join an ancient Festival in this point and click/visual novel style game.


#### IX Century, Italy.
The Church is steadily conquering all the known world, but in a small little town near Vicenza an ancient tradition still lasts. After the sowing comes the Festival, but every festival needs people... and you're the person in charge to recruit them.
Convince the citizens of the small town to join your Festival in this point and click/visual novel style game, using the ancient power of words (and items). Gain their trust and then make your proposal, but keep in mind that each citizen is different. While some of them may be easy to persuade, others might not be.
And remember, all you have is three days.
Team
Matteo Ucci: Programming, Music
Katia Serafini: Art, Graphics
Emma Peruffo: Art, Graphics
Lorenzo De Tomasi: Brainstorming
Giacomo Connola: Narrative, Team annoyer
Tools
Engine: Unity
Ide: Visual Studio, Visual Studio Code
Art&Graphics: Photoshop, Illustrator, Piskel
Music&Effects: FMOD, Ableton Live 10
Writing: Draw.io
[KNOWN BUGS AND ISSUES]
Pressing Space to quit doesn't work in the Credits scene so you'll have to ALT+F4 out of the game, sorry!
Unfortunately we didn't have enough time to implement a proper, satisfying ending. We hoped to have multiple endings based on how many people you've recruited, hopefully we'll be able to take it to completion after the jam.
Also:
Clicking around randomly on the background of some character screens will cause screens to change and this can break a lot of things and potentially cause softlocks.
Some typos here and there, and dialogue font sometimes looking bad whenever there's Capital letters.
Item's menu doesn't really work. Also all Items' descriptions are missing, which will make some things more confusing than they're meant to be.
Unfortunately some Items have been improperly placed on some screens.
Missing SFX and audio cues
Missing highlights for when you select or hover over an item or icon
Ratings
| Overall | 579th | 3.231⭐ | 28🧑⚖️ |
| Fun | 670th | 2.846⭐ | 28🧑⚖️ |
| Innovation | 437th | 3.24⭐ | 27🧑⚖️ |
| Theme | 467th | 3.615⭐ | 28🧑⚖️ |
| Graphics | 471th | 3.462⭐ | 28🧑⚖️ |
| Audio | 300th | 3.36⭐ | 27🧑⚖️ |
| Humor | 465th | 2.739⭐ | 25🧑⚖️ |
| Mood | 371th | 3.5⭐ | 26🧑⚖️ |
| Given | 42🗳️ | 34🗨️ |
The what filling up mechanic wasn't fully explained and this meant most of my early conversations were spent experimenting and trying to figure this out, rather than picking the best dialog option. I know there was a hint to how this works with the leader's conversation at the start, but I think this should be explicitly spelled out, perhaps up above on the game page?
The art was also a little inconsistent in style, sometimes very pixelated, sometimes less so. Consistent scaling of assets would bring this up to a 5.
Characters were well-written and interesting, although I did manage to offend almost everyone :shrug:
Great job!
(By the way, I just received the email notification for the Happy Tree Harvest OST release on your bandcamp. Can't wait to play and rate your game as soon as I'm able to!)
-DMC4EVERUCCI ;)
Thank you so much for your comments! (and you made our composer blush pretty hard!)
@n-feofentov @fizzbark
Unfortunately we weren't able to implement the item descriptions in time, or any other kind of tutorial for that matter. Also about 70% of the Leader dialogue had to get cut which made the story and ending even MORE confusing.
We're hoping to implement the actual, proper ending after the jam is over together with all the features that didn't make it in.
Regarding the inconsistent scaling we learned the hard way that the asset's resolutions should be properly planned out beforehand :sweat_smile: we'll be much better prepared for it next time.
Thank you so much for all your thoughts, feedback and nice words!! They're really appreciated
however, very interesting game and mood!
! ! ! SPOILERS AHEAD ! ! ! (I'll try to keep things cryptic as well :D)
On the ending:
I was expecting something like that due to the phrasing of the initial task. Still worked great as an ending!
Out of curiosity, did you paint over the, uh, "elements", for "censorship" reasons / to tone down the intensity? Seemed a little off. Also, would have been cool to have the amount (and "likeness") of "elements" correlate to the amount of people you managed to convince.
Really cool entry. Well executed and unique in more ways than one. Congrats!
@sheree Thank you for your comment and for playing! There's also other super cool text-based games in this jam thankfully that we had a blast playing. We'll gladly play yours as well!
i like the art style, it reminds me of games in-between the pixel and HD era, where artists wanted to draw cartoon-stylized graphics, but still had to be mindful of the resolution they were drawing at. like curse of monkey island.
it's great that you made a point and click adventure game! again, monkey island comes to mind. it really takes me back. i noticed you added some variations to the bgm depending on the location, that's a good touch.
i recommend using multiple scenes to avoid the bugs you noted with clicking randomly in the background, seems like your click hotspots are still active even after location transitions.
for the gameplay, by biggest critique is that the "special" dialogue with each character based on the items you have should remain locked until you've conversed with them sufficiently to learn about whatever their motive / secret is. otherwise, if you just travel to each location and grab the item, then talk to them for the very first time, you can dive straight into their "special" dialogue without having to do any investigation, and narratively it doesn't make sense for you to start talking about the special item when you don't know a thing about the person.
as for the narrative itself, i must say i'm pretty disappointed. i was initially quite interested when the game was premised as during the church's takeover of the world, but before indigenous religions of europe had been eradicated by them. i was looking forward to an exploration of the existence of a pagan religion in italy as it contends with the new and devastating power of the church.
[SPOILERS AHEAD]
however, right off the bat, the worst possible ending, in my opinion, was foreshadowed by the beginning conversation with the cult leader. you're here to do murder. and not only do you murder, but you basically spend the entire game stealing, lying, and blackmailing people, before leading them to be murdered. i really must say, shame on you. non-christian religions, especially pagan religions, are misunderstood and misrepresented enough as is. if this game is to be taken at face value, then it must be a good thing that the church is conquering the world and annihilating these "ancient traditions" that abuse people with lying, thieving, and murdering.
i'm not in-general against games where you play as the villain, or games that hide a dark purpose behind the players actions, i think can be really cool. context is of utmost importance, and in this context, i think its harmful to portray this cult, which is presented a european pagan religion upholding ancient traditions, as villainous murderers, and that the people would likely be better off if the church continues its conquest.
And now, I'll just enjoy the sunset with my friends at this totally awesome festival :) I'm glad they could _stick_ around!

Character art was great as well as the interactions!
