Farmtown Mowdown by Stevie257

DEFEND
Defend your combine from waves of zombies!
UPGRADE
Purchase powerful weapons to kill things faster!
SURVIVE
Survive all waves to win!
Stevie257 - Programming, music, SFX
TiraBlazer - Textures, models
Tira’s roommate - Voices
If you find any bugs PLEASE let me know!
| Link | https://stevie257.itch.io/farmtown-mowdown |
| Original URL | https://ldjam.com/events/ludum-dare/52/farmtown-mowdown |
Ratings
| Overall | 108th | 3.96⭐ | 64🧑⚖️ |
| Fun | 110th | 3.903⭐ | 64🧑⚖️ |
| Innovation | 464th | 3.202⭐ | 64🧑⚖️ |
| Theme | 330th | 3.815⭐ | 64🧑⚖️ |
| Graphics | 235th | 3.992⭐ | 64🧑⚖️ |
| Audio | 75th | 3.967⭐ | 63🧑⚖️ |
| Humor | 156th | 3.543⭐ | 60🧑⚖️ |
| Mood | 128th | 3.947⭐ | 59🧑⚖️ |
| Given | 29🗳️ | 26🗨️ |
Overall, this is an impressive showing and was fun to play! I wouldn't be surprised if you found some ways to expand on it and do a larger release.
I would complain about the gun imbalances, but having an OP gun I didn't need to switch from simplified the gameplay a lot, and resulted in an (IMO) overall equivalent/better experience than if there was good balance.
I had an issue in Brave (Chrome-based browser with privacy features) where I'd get stuck in the shop and would be unable to exit it because the game wouldn't regrab my cursor.
I switched to Firefox and that fixed it, although the cursor grabbing still seemed weird.
If I were to expect AAA-level quality from this jam game these would be some of my nitpicks:
* No fullscreen mode
* No sensitivity/FOV slider
* No trouser-vacuum upgrades, so when I have spare money I can't upgrade my money-collecting-range to get even more :P
Well done!
Progression was great, waves were enjoyable, and when I accidentally got mulched by my own combine I almost spat out my coffee laughing. GG 10/10 would defend combine again.
1. It would be nice if you didn't have to run all the way back to the barn after each wave.
2. I got stuck strafing several times, maybe worth looking into.
Sadly, the controls felt a bit clunky, i guess maybe because it was running in a browser. Maybe a standalone version wouldn't have the problems of the cursor going out of the screen and such. Also, i got found a bug when i first entered the upgrade menu and the grame wouldn't allow me exiting it.
Great entry. Congrats!
Enemies feels a little too spongy. I mean a shotgun should feel more powerful in any game except quake 1 =)
But overall it is a very fun game.
F Pressers pay you respect!
1.Buy weapon is too far.
2.Give a bigger damage when i shooted monster's head.
Maybe the shotgun could do a bit more damage, I was surprised that one headshot was not enough.:D
Would be cool to be able to change mouse sensitivity as well!
Overall very nice work, congrats!:)
I felt the sidearms were a bit pointless. And most of the time I didn't notice zombies until they were already on my combine, due to the wheat.
Honestly, if my farm were overrun with zombies I'd probably just give up on harvesting the wheat.
This is clearly the best game ever that I've played from Ludum Dare (EVER!).
The one small issue I had on my 3rd run was that sometimes the combine didn't harvest, so I couldn't see when it left all the plants up still. Also have to mention that the audio & music was top notch!
Great work!
### Things I liked
1. Graphics style - amazing blend of low-poly and pixelation, the lighting on the buy station and the combine looks sooo good
2. Audio - extraordinary. From the soundtrack to the little auditory hints - "hey, get off my combine!" - letting you know that a zombie is hitting the combine, everything meshed together extremely well
3. Gameplay - 10/10. The high mouse sensitivity and the speed of the enemies makes this a high-paced, high-action FPS. Being able to barely see the zombies (except their eyes) over the wheat is a nice feature to keep the player's head on a swivel. The mixture of big enemies is challenging enough to make the game interesting and enjoyable
### Things I noticed
1. Sometimes I could get kinda hit-boxed into one spot that I couldn't run out of - mostly this happened when I was surrounded by zombies with a green spitballer hitting me from range. Maybe that's a feature?
2. I only really needed two guns: the cooper and the double A. The cooper made waves 4 - 6 passable, and the double A made mincemeat out of the enemies in later levels. I suspect I could've played through to the final wave with just the double A, but I decided to fuck around (and subsequently find out).
I would pay for this game, probably even in its current state. I would pay more if there was a multiplayer component. Thank you for sharing!
- The mouse drifted a bit sometimes
- I love the adaptive music
- The gameplay was perfect. Easy to understand and hard to master. I love how you get an urge to protect that combine from the second you start it
- The sound/effect that you use to indicate that the combine is attacked is very clever.
I think we have a winner here
Edit: I see that this is your first entry in Ludum Dare. I am impressed. Well done
The Grafics are all okay, yeah there are no super detailed models, but the rough "resolution" and the strong shadows make a good first expression. The sounds existing in the game are quality wise good enough.
You put a lot of effort in making the goal and setting of the game clear, I appreciate it. The game has not so much of a story but lives quite well from its flair, especially when the Combine driver is commenting the situation "WATCH THE PAINT!!!"
The best part of the game is the gameplay. It is a somwwhat simple and dumb shooter, just how I like them. There are enough features to spice things up, like your objective to defend (and repair) the combine and addition like the weapon shop. There are 8 different guns in the game and (so far I know) 3 types of enemies, the normal green zombos, the green glowing spitter/throwers and the Big Ondes - so I would say Farmtown Mowdown has quite amount of content for a jam game.
...
Here are my suggestions (from one of your blogposts) again:
The zombies are quite silent, often you hear them the first time when they attack the combine. It would be nice if they would make some noise when shot.
Some weapons are good, like the double barrel gun, though most “precise” guns feel a bit to weak. Personally I think most of these plus the starting gun would be fine if they need one hit less, to get rid of a standard green one
The Zombies are straight forward, and it is more difficult to defend the mower, than your self. My suggestion is, that zombies are more likely to attack the player, when either they got hit, are in a not to small radius of hearing gunfire, or are close to the player even at the combine.
If the changes makes the game to easy, there could be consumable healthkits introduced, so the player gets no autohealing at the end of a wave…
In addition having a system for gore, gibs and or more blood would be nice … it’s Zombies, you know.
... and I like downloadable games and play them every now and then - so would you mind?
Here is my attempt:
https://youtu.be/eRkN23SLLDM
I felt like the difficulty spike on wave 2 was a bit too much. I couldn't say for sure, but I think the money drops would disappear if I didn't pick them up immediately, which is a bit frustrating. It's baddie blasting time, ain't got no time for collecting money!