Harvest is coming by thomasward
Your son is ill -- and the harvest is coming. How far will you go to save his life?
"Harvest is coming" is a story-driven game about an ill son and caring father. As the latter you need to run the farm: chop wood, catch some fish for the dinner and prepare herbs as a medicine. But that's not all -- you must speak with your son and try to comfort him in his suffering.

TIME TO FINISH THE GAME: 15-20 minutes
WHAT DO YOU NEED TO DO: You start your day outside. Chop the wood and get some fish -- you'll need it to survive. Then come inside the house. Prepare the herbs and speak with your son before you go to the bed. Remember -- every decision matters!
HOW TO PLAY: Use arrows to move between herbs/bowls/furnaces. Walk with WSAD or arrows. Use space to engage in activities (minigames and other) and talk to the son. In most of the minigames use arrows and space bar. If you want to finish for the day, stand by the empty bed and press space bar!

GAME WAS MADE BY THE SEPAWASTE TEAM: - Ceelmah @mordechai - programming and beer drinking - Ozzzim @ozzzim - programming and no drinking at all - Olivv @olivv-g - graphics and strong support for CUDDLE THE DOG idea - CVGI @cygi - music and sound design - Thomas Ward @thomasward - story, dialogues and loud crying on the voice chat to "finish the damn game on time"
Remember -- EVERY CHOICE MATTERS -- THERE ARE 3 DIFFERENT ENDINGS
Quick note: The first release of the game had a critical error and the game didn't start. We fixed the error in accordance to the Ludum Dare rules. Sorry for any inconvenience!
| Link | https://mc44i.itch.io/waiting-for-harvest |
| Link | https://mc44i.itch.io/waiting-for-harvest |
| Original URL | https://ldjam.com/events/ludum-dare/52/harvest-is-coming |
Ratings
| Overall | 513th | 3.333⭐ | 32🧑⚖️ |
| Fun | 639th | 2.917⭐ | 32🧑⚖️ |
| Innovation | 538th | 3.083⭐ | 32🧑⚖️ |
| Theme | 596th | 3.383⭐ | 32🧑⚖️ |
| Graphics | 323th | 3.813⭐ | 34🧑⚖️ |
| Audio | 213th | 3.613⭐ | 33🧑⚖️ |
| Mood | 61th | 4.133⭐ | 32🧑⚖️ |
| Given | 41🗳️ | 41🗨️ |
Just a general tip would be to add more in the description and image department. :)
I myself did the absolute bare minimum so can't really complain there myself but one of you 5 guys should take that respoinsibility.
One of the coolest entries I've played, for sure.
Note: I had issues with some of the dialogue windows. It happened to me like three times that either the text was moved to the bottom of the screen, or the dialogue window was completely empty. I think it was just a minor bug and didn't really ruined my gameplay, but I still wanted to let you know about this.
PS. I already had your game in my must play list before you posted. I will surely give it a try in a few days.
It's extremely unclear how much you need to do wood per night, etc. Why can the kid and I survive multiple days without food but the dog instantly dies (or runs away or we eat him or whatever)?
The golden coin neighbor is a scam. Didn't give me any fish. Or, is he feeding my kid for free for that night specifically? In which case, don't need to feed him that day lol.
The hitbox on Ann's gravestone is too big. Keep hitting it when I want to go fishing.
And as far as fishing goes: what is the point of having a counter in the bottom right if it is literally only possible to get 1 fish per day? Just get rid of the counter, it decreases the moodiness of the situation by making it seem like it's possible to get more fish if I do the minigame right. But I've tried waiting it out to see if better fish come, they don't. Fish, can, can. Can, fish, can. Can, can, fish. Can a fish do the can can? How can a can-fish do the can can? I'm getting ice-fishing madness over here listening to the wind howl and reading Ann's giant hitbox, lol.
There's a lot of potential in this game but as it stands it's just lacking enough information about what your choices do, which makes finding more than 1 ending hard. I really want to keep the dog alive so I keep starving instead lol. Wish I had feedback on how much food I can skip without dying at the end.
And does the apothecary medicine color puzzle even do anything??
The game seriously needs more feedback in general. I don't mind every choice counting, if the consequences are obvious. Otherwise, it doesn't actually feel like the choices matter at all.
The fishing is rigged, yes. We should have made it achievable to get 1 or 2 or 3 fish, but we didn't have time to implement it. This must be frustrating to play, sorry. The dogs runs away and we even had dialogue prepared for it, but yet again -- no time to implement it.
Regarding the choices -- you have a sound that implies that the choice you made was meaningful. And I assure it matters. So is the medicine puzzle, but you need to get the right colour, which might be hard. :)
Yet again, thanks for your detailed opinion! We will try to implement all of proposed changes sin the post jam version of the game. I hope you had some fun and it wasn't that bad after all!
I don't mind the rigged fishing so much as I do having to sit through the cans lol, I'd rather get my 1 fish and be done with it.
I heard the sound a few times, far as I could tell the only impact I felt was keeping the gold coin, but it didn't really feel like the neighbor actually gave fish.
Despite my frustration and complaints, I did end up going back to play it 3 or 4 more times to find a different ending. I managed to outlive my son a couple times, but the 3rd ending still alludes me lol. It's not too bad, it just definitely needs a lot of post-jam polish :smile_cat:
The pain points were:
- I kept getting stuck on the bottom snow outside, I think this probably shouldn't have a collider
- It was really hard to tell at first what was and wasn't intractable, some sort of prompt would have been nice (I know jams are hectic and things get cut in order to finish)
- It seems things are only intractable once. This makes sense for the dinner and such but a few times I accidentally hit space not realising I was confirming, and worse to me the UI made me think I had a choice - one time I went to go sleep first accidentally instead of talking to my son and when I hit 'No' on the popup I wasn't able to go to bed again and became soft locked and had to start over.
- It wasn't obvious to me what the point of putting wood in the stove was since it seemed my son only needed the furnace
- I didn't realise at first I could interact with the herbs, and how the herbs were different from the food
- I had to figure out how to play the minigames myself, which was fine they were for the most part self-explanatory
- The fishing minigame you can just spam the spacebar on, and it is annoying to sit there for a while only to get one fish as papabirb mentioned, it was my least favourite minigame
- I felt the minigames should auto-exit after they were done
- My dog....
Despite that this game was still awesome! The art is absolutely beautiful I loved the backgrounds and the characters, they were so well drawn! As I mentioned before the mood was amazing, the snow particle effects I loved and the audio just hit it out of the park for me. Between the little sound queue on important decisions, and the way the music changed throughout the day, all the audio was crisp and clear but really minimal in a good way. Some games overdo audio but this game used it in all the perfect spots. The story was well written with no typos I noticed, the biggest thing dragging the game down is the interaction system/lack of feedback on actions. Over all neat little story game!
then i read the comments, and there's all this talk of herb games and cooking games and the dog, and i realized i had missed basically more than half of the game.
i just didn't know there was anything to do inside! there wasn't a "todo list" that slide down like there was for the outside, and no visual indicator that something is interactive. just confusion that my son keeps getting worse and worse despite me chopping and fishing like a good daddo. it was quite frustrating!
it was definitely more satisfying to play through with doing the indoor tasks as well. i must say though, that fishing mini game needs to be "canned". it feels like it takes way too long, involves no skill, and i have no real influence on how it goes, just waiting for the line to bend.
i also agree with some other commenters that the grave hit box is too big.
other than that, i consistently got a really loud and harsh audio glitch around the beginning of the dialogue with the son, so i had to mute : (
i liked the record player, and petting the dog. it's the little things...
overall, it's a good little experience, but i'd really try and make sure interactive things are more clear, or maybe give stronger hints like the boy saying "i was cold last night, could you make a fire? i'm starving, and so is the dog, please feed me!"
Quite confusing, I think @papabirb and @sharks already outlined anything I might already mention though, and definitely contextual hints as to what would help you do the right thing to allow people to live would be lovely.
Also more of a visual bug, but when playing the game in the itch player in not-fullscreen, some dialog was simply entirely offscreen as it was I guess vertically aligned to the bottom instead of the top or something? So some of the dialog I initially thought was either broken or just empty, until I fullscreened the game again and noticed that the dialog was indeed there, just waaaaay down at the bottom of the screen :)
The mood, art, audio, dialog however though all come together to form quite the picture.
It's a definite outlier though, with some polish, I'd love this, nice work :)
EDIT: because I liked the game I wanted my girlfriend to try it out as well, however she has a laptop with a 1600x900 screen and it seems like even if you fullscreen the game there, it cuts off like half the text you need to read, two examples:


So the text issue is definitely pretty severe :)
Resolution 1920x1080 played in browser and there wasnt txt being cut off. (adding this so it might help with troubleshoot from the previous comment)
I hope that these words are not too harsh, I really would have loved to enjoy the game, because the screenshots, the idea and the general mood are very appealing. If you plan to continue working on the game (after the Jam), I'd love to be notified to play a more polished version of this game. :heart:
Right now it's all down, right from the start. It would help sell the relationship if we got to see a bit of this family in better times, I think. Even if it was just on a start screen.
Think of the impact of seeing them happy, then hitting start game and it cuts to the bleak winter, for example.