Crops Survivor by tanis

https://youtu.be/eF2Mny49aQU
Your crops are trying to murder you. Before you get overwhelmed, you have to harvest them all with your scythe and make sure you can survive!
How to play
- Crops will chase you and deal damage when they are close to you
- Auto-attack with your scythe just by staying close enough to the crops (a purple transparent bubble will show the area of effect of your scythe)
- Try to avoid the crops and harvest them.
- When a crop is harvested, it drops a seed.
- Seeds will earn you experience towards the next level.
- Each new level will grant you a choice between different upgrades
- Try to stay alive as long as possible and to harvest as many crops as you can
Controls
- Move with WASD
Ratings
| Overall | 225th | 3.258⭐ | 35🧑⚖️ |
| Fun | 142th | 3.47⭐ | 35🧑⚖️ |
| Innovation | 314th | 2.5⭐ | 34🧑⚖️ |
| Theme | 228th | 3.371⭐ | 33🧑⚖️ |
| Graphics | 298th | 2.839⭐ | 33🧑⚖️ |
| Audio | 240th | 2.714⭐ | 30🧑⚖️ |
| Humor | 203th | 2.462⭐ | 28🧑⚖️ |
| Mood | 269th | 2.845⭐ | 31🧑⚖️ |
| Given | 28🗳️ | 39🗨️ |
I liked how I could fall off the map to die. It's the quiet baddie. Good choice of power-ups. I could feel their impact, but they weren't overpowered. I would have liked some way to see how much health the plants had, to help strategize. It was a good challenge to keep the plants in order, since they kept spawning all over the map, so I think you struck a good balance between the map and enemy spawning. That, with the timing of the attacks, made for a fun experience.
Grabbed the first spot for now...

Actually went for another run and managed to improve it by a bit. Now I'm not even getting any powerups at all on level ups, even the crappy movement speed one is gone.

And yes, I am saying that movement speed is an absolute waste of a skill here. The increase is minimal and you're already moving way faster than is needed. I think bumping it much would even hinder as it'll make gathering orbs harder.
Would have wanted to see a bit broader variety of powerups overall. Constantly getting served the same three with magnet capping out fast and speed being quite useless left me feeling like there wasn't much of a choice at all. Splitting the scythe one to be maybe separate damage/area would have been nice and pretty easy to come up with more different ones too. Like attack speed and healing would have fit in absolutely fine here.
So all in all, after the first few damage upgrades, more damage is pointless (just for the area). Movement speed caps at what, four stacks? Meaning 20% increase which wasn't even noticeable. And finally yeah the magnet did kinda work but I don't think it really was that much worth it to go for instead of damage and hit area.
So bigger pool of upgrades and serving three of them randomly might have been fun and obviously way more replayable. Allowing player to stack up the skills more would have been cool too. Of course it becomes harder to balance, especially for online leaderboards, but letting the player feel like they're getting (too) powerful is always a good idea. And all you need to really do to balance that is to ramp up the difficulty even harder at some point.
The early game of the (repeated) runs was often very boring. It picks up pace rather slow and feels grindy to get going. And as there is no healing, even small mistakes stack up. The enemy attack was hard to figure out. Was that on timer like the player one? Player character attack being timed felt weird at first too but I got used to it. It kinda served as a neat rhythm to the game.
Looks like we make quite a few same design decisions as game devs. The bouncy/scaling UI buttons, wobbling texts, the sliding panels on scene changes and even how your leaderboards/name input is setup are all very very similar on how I like to do things. Few things I'd focus more if I were you are color choices, fonts and overall player feedback. You know, like particles, flashing effects and screen shake on hits on so on.
The player character health bar was weirdly in front of the upgrade choice buttons...

Your audio work could have used some more love too. The music was kinda quiet and the sound effects were few and monotonous. Some variety to em would have been nice. And the swing sound started clipping like mad on the "end game" where you were killing dozens of enemies with a single swing.
Not a huge fan of the voxel art style either but that's just me and my taste. A better color palette would have helped here too. Now it looked too muddy and dark to me.
Oh yeah, almost forgot! You should usually add arrow keys too as alternative controls for WASD. And just requiring to use mouse for the upgrade picks while the whole game otherwise was just keys wasn't great either.
But yeah, good job! Fun game. 👍
> Pretty cool! I’ve never actually played Vampire Survivors but even still it’s not hard to figure out what game you’re most inspired by here.
You can definitely tell that I've been playing Vampire Survivors way too much in the past few days :wink:
I actually didn't plan to join this compo as I was not prepared and there was the Christmas break with friends and family. But in the end I still wanted to give it a try and going with a mechanic that I knew made sense to me.
>Actually went for another run and managed to improve it by a bit. Now I’m not even getting any powerups at all on level ups, even the crappy movement speed one is gone.
Yes, I only added a limited number of upgrades as I did not want to get completely out of hand. I should have added more types of power-ups but I just didn't have time.
>So bigger pool of upgrades and serving three of them randomly might have been fun and obviously way more replayable. Allowing player to stack up the skills more would have been cool too. Of course it becomes harder to balance, especially for online leaderboards, but letting the player feel like they’re getting (too) powerful is always a good idea. And all you need to really do to balance that is to ramp up the difficulty even harder at some point.
I totally agree here. But the time it takes to balance many different kind of upgrades would have just been too much given the time constraint (and I didn't want to go for the jam as I couldn't spend time during working days, anyway).
>The enemy attack was hard to figure out. Was that on timer like the player one?
Yes that's on a timer, too. It's not obvious and I couldn't come up with a good way to communicate it to the player without cluttering the screen.
>Looks like we make quite a few same design decisions as game devs. The bouncy/scaling UI buttons, wobbling texts, the sliding panels on scene changes and even how your leaderboards/name input is setup are all very very similar on how I like to do things.
That's because I like how you do those things and I literally copied your style there. It was a time-saver. I saw that you have a starter kit on github and I used as much as possible those elements. I used to rely on the animation curves but it takes much more time than just slapping some code on top of an object.
BTW I usually go with my own mostly-2D C engine but this time I went with Unity as I was really focusing on getting the game done in a super small amount of time. With my own engine I usually end up working on the engine as well as the game.. which is never a good choice for jams :smile:
>ew things I’d focus more if I were you are color choices, fonts and overall player feedback. You know, like particles, flashing effects and screen shake on hits on so on.
Yes, I completely overlooked that... newbie error indeed!
>The player character health bar was weirdly in front of the upgrade choice buttons…
Wrong sorting layer yeah, for some reason I didn't notice it, thanks for pointing it out.
>The music was kinda quiet and the sound effects were few and monotonous. Some variety to em would have been nice. And the swing sound started clipping like mad on the “end game” where you were killing dozens of enemies with a single swing.
The background music was quiet on purpose. I was planning to have a panel to setup music and sfx levels but it didn't fit. I also had sfx variations but I have been fighting with my audio engine which is capable of playing more than one clip per sfx and also apply small pitch variations but it was bugging out.
>You should usually add arrow keys too as alternative controls for WASD. And just requiring to use mouse for the upgrade picks while the whole game otherwise was just keys wasn’t great either.
Added to the list of things to keep in mind for the next time.

@lex were you playing the Windows desktop build?
@iminsoftware thanks for spotting this. Initially I was thinking of constraining the player to the walkable area and have some surrounding walls to show that you cannot fall down. But, as usual, I went for a programmatic level generation and it would have required some more time to get that done correctly... and I just didn't have time. So be it... let the player fall off :smile:
And in the end the level generation is pretty much useless as I am not letting you move to a different level.. d'oh!
I love the flowers and their "ground" associated.
Well done!