No Harvest by RogerW

STORY
There is a secret lurking in the private properties of the Fields of Serialization...
As the God of Harvests, you are disturbed by the suspicious surge in the number of harvests between the unholy days of the sixth and the ninth of the first month of the 2023rd year. "Where did all of these harvests come from?" you ponder.
Enraged and determined to preserve the ~sacred~ harvest equilibrium, you embark on a painfully necessary journey to destroy the plague of fruitful harvest. It's just like a deep quote you remember: the hardest choices require the strongest wills. "Where did I hear that from again?" you ponder.
The fate of the force of the harvest lies in your hands. How long can you keep the equilibrium?
HOW TO PLAY
- Select a natural disaster from the menu, then select tiles on the board to destroy plants, then click OK.
- If more than half of the entire board is half full of plants, you lose!
- Beware! Some plants are immune to certain elements and can spawn additional plant copies, so plan your attack wisely with the right natural disasters every turn!
Comment below what day you reached!
Screenshots


Team
Programming:
- Roger Wang (Github Compsciler)
Jacky Park (Github jackypark9852)
Music:
Benisu (Instagram rth.mp3
Credits
- Pixel Farm Asset Pack by HelloRumin
- Fire Ball, Ice Shard by @nyk_nck
- Pixel UI Pack by Kenney Vleugels for Kenney
- GUI Essential by Crusenho
- Crops by SnoopethDuckDuck
- Magic Pack by ansimuz
- Sound Effects by Gregor Quendel
- I pixel u font by rodrigosrtz
| Link | https://jackypark9852.itch.io/no-harvest |
| Original URL | https://ldjam.com/events/ludum-dare/52/no-harvest |
Ratings
| Overall | 187th | 3.829⭐ | 116🧑⚖️ |
| Fun | 205th | 3.706⭐ | 116🧑⚖️ |
| Innovation | 72th | 3.939⭐ | 116🧑⚖️ |
| Theme | 153th | 4.105⭐ | 116🧑⚖️ |
| Audio | 202th | 3.625⭐ | 106🧑⚖️ |
| Humor | 226th | 3.355⭐ | 109🧑⚖️ |
| Mood | 370th | 3.509⭐ | 110🧑⚖️ |
| Given | 73🗳️ | 132🗨️ |
Plants were growing so fast, it's a bit frustating to wait to use another element imo
But still fun !
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.
All around nice little puzzle game
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.

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.
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!
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 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!
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.
Great work!

It was also super chill. :hearts:
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!
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.
@danmerey, I think they opted out from graphics because they used ready-made assets, it's in the credits.
Anyway, I like the reverse thinking about the theme.
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.
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!
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 score
Great game, solid entry, well done!

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!!!