Sow'n'Reap by PhilStrahl




Description
Sow'n'Reap is a relaxing, turn based farming game where your goal is to reach a level's goal yield by growing crops and harvesting at the right time. Many parameters influence the yield of your crops grow: What soil they're in, how much water and nutrients are close by, etc.
The game was inspired by Conway's Game of Life, SimCity, and Stardew Valley
Features
- Friendly, wholesome atmosphere
- Relaxing music and sounds
- Different types of soil
- Visualization Overlays (use Mouse Wheel to access)
How to play
Please watch in the in-game "How to Play" video, everything should be explained there! If you're playing the game in Wine on Linux, the video might not work, so here's an online version: https://www.youtube.com/watch?v=sgs6q58-5Zw
The goal is to grow crops and reach a certain yield per level. Each day (turn) you can perform up to 3 actions (harvest, sew, water, or fertilize). If all your crops perish, you lose the level and have to restart it.
Keep this page open in case you're stumped.
Controls
- Mouse -- move pointer
- Left mouse button -- interact
- Right mouse button -- cancel action
- [SPACE] -- next turn
- [PgUp] / Mouse Wheel Up -- next info layer
- [PgDn] / Mouse Wheel Down -- previous info layer
- [Del] / Middle Mouse Button -- switch off info layer
- [1] -- Watering mode
- [2] -- Fertilization mode
- [3] -- Sowing mode
- [4] -- Harvesting mode
- [Alt+ENTER] -- toggle full screen
- [Esc] -- skip tutorial video
Gameplay Tips
- Start planting seeds close to water. That way you won't have to irrigate them
- Sometimes crops take many days to ripen. Keep hitting that space bar
- Use the different soil types to your advantage
- An icon will tell you when crops need water/nutrients
- Harvest at the right time for maximum yield. Consult the different info overlays
Different soil types have different properties:
Sand
- Canβt retain much water
- Not very fertile
- Crop ripen very fast
- Keeps fertilizer
Silt
- Good all-round soil
- Nutrients regenerate very fast
Clay
- Retains much water but doesnβt pass much on
- Retains much fertilizer but propagates much of it
- Recovers nutrients slowly
- Crops ripens slowly
Versions
1.0.0.0: Initial Ludum Dare 52 Compo release 1.0.0.1: Finishing the tutoral video won't hang the game anymore. Thanks @mostlikely & @horda!
Credits
A game by Phil Strahl a.k.a. Pixel Prophecy made in 48 hrs. I thought I was well ahead of the deadline until it crept up on me.
Ratings
| Overall | 21th | 4.119β | 23π§ββοΈ |
| Fun | 70th | 3.762β | 23π§ββοΈ |
| Innovation | 57th | 3.786β | 23π§ββοΈ |
| Theme | 1th | 4.571β | 23π§ββοΈ |
| Graphics | 9th | 4.476β | 23π§ββοΈ |
| Audio | 4th | 4.381β | 23π§ββοΈ |
| Mood | 13th | 4.167β | 23π§ββοΈ |
| Given | 26π³οΈ | 27π¨οΈ |
after watching the tutorial (very useful) I couldn't hit play, so I had to restart the game
the art and music is very nice
the game seemed complex at first but after the first level I found it wasn't too complicated. it's oddly satisfying & fun to play :) maybe it's the sound effects
nice job
173 days to complete for me :)
I'm sure I can improve on that by micro-managing using all the layers each day. I keep it on desktop for next time I need something to chill on.
Well done!
edit: I also had the bug mentioned above.
Personally I started playing without watching to tutorial because I like exploring mechanics on my own. And it wasn't a struggle, it felt really rewarding discovering mechanics, tile types, etc one by one.
There were some mechanics which just existed only in my mind but it was fun finding out my mistakes :D. And it was even better to check my theories with the tutorial after I finished playing. :laughing:
I didn't use the layer visuals so it was a bit tiresome for me to check the nutrition values on the tiles every round. So these layer visualisations were a good idea for sure! But I think it's still not an optimal solution to always switch between layers. It's kind of ruins the farmer vibes for me, but maybe it's just me. Maybe there a nice and simple solution to visualise the nutrition level in a "realistic" & immersive manner. If that's done, all three data is nicely visualised without the need of checking numbers or layers. I guess the hard part is finding the "how". :|
The music was really nice & fitting, even after an hour of playing it still wasn't annoying. The sound & visual effects are juicy and the simplistic art style was good on my eyes too.
Congrats again, can't wait for the devlog, cheers! :)
It started slow, but got surprisingly busy! It is a very good puzzle! I wonder how it would feel if the turns were timed.
One thing that I wish for the game is the ability to choose the levels from a menu, so I can leave the game and return later.
Anyway, good job! :v:
The graphics and audio were very well done and looked and sounded really good, definitely 5 stars on those.
Regarding the gameplay I felt that the turns were sometimes a bit awkward where I would skip multiple turns with nothing to do just to then have turns where everything was happening at once. I also didn't really grasp how to affect the growing speed, it felt quite random. Other than that, this was a positively interesting concept.
@horda Thank you, makes me super happy that you enjoy it so much! β₯ In my test run it took me 174 days to complete the game without optimizing my strategy.
@tudvari Thank you for playing and the feedback! I totally get that it breaks a bit the immersion but then again i didn't want to have "fertilizer-bars" or something. Maybe I can come up with something diegetic, e.g. green leaves on the ground...? π€ There must be a way! π
@thoastbot Thank you for calling it "good". And I know what you mean, sometimes crops take weeks to ripen (but then it goes rather quickly) and i haven't yet figured out why. i tinkered a lot with the different soil properties so probably there's a bug somewhere π
@caranha Thank you for playing the game on stream! Good to know that it works sufficiently well under Wine. Sadly the tutorial video didn't work for you, I now added a like to the YouTube version here.
And apparently I need to make it more clear that you can use the mouse wheel to display info overlays. I intentionally decided against timed turns because I wanted it to be relaxing (it gets a little intense anyway). Also, sorry that I didn't have time for a save feature (or level select. Or quit button) π
@adamwatters Thank you, Adam! Glad you found it enjoyable!! π
@supremekurt Thanks for playing and the feedback, Kurt! I didn't think of the video either, it was my wife who came up with the idea as I rambled on about implementing text boxes, image overlays, tutorial triggers etc. π As for the turn skipping, I'd say that's "intentional", mostly because sometimes it takes very long for crops to start growing initially; there must be a bug somewhere, because with enough water and nutrients the growth should be relatively linear. My bad! π
I noticed a rather unusual behavior: on the very first level I did a lot of random fertilizing and watering, but nothing seemed to grow for 40 days. I thought something was broken, but decided to skip several days until something interesting happens. Somehow, it helped! I guess the moral here is if you want something to do something, stop pestering it. :)
See the full playthrough:
https://youtu.be/m2jbPyLlDeU
The graphics are beautiful, the audio is top notch and its very well put together.
You did a quality job.
nice work :)
Can't believe you made all this in this short amount of time. It is a really great work :)
@yngvarr Thank you for playing and the video! Glad that it also works without the tutorial, I was just afraid people wouldn't know that they could (and should) advance a couple of days. And the reason for the slow growth is a bug that when a its needs are 100% satisfied, it doesn't do anything. (Much like me, I guess) π
@d3kryption Thank you so much! I'm very happy you liked it! π
@neowhoru Aww thank you! It was a bit stressful (especially towards the deadline) but I feel that after 8+ years, I am slowly getting the hang of it π
The gameplay itself is also nice and put me in a flow-like state once my mind grasped the hotkeys. I pretty much never used the overlays anymore from level 3 on, as they kinda distracted from that flow, but they are certainly nice to have! The final level was a bit off-putting in that regard as I couldn't keep up with all the plants, but it was a nice nod to our beloved jam nonetheless.
Overall, an awesome, tranquil experience that I enjoyed a lot! Not sure if it lends itself too well for developing further though, as you're a bit between puzzle and casual relaxation here. I for one liked that second aspect more.
PS: How great is it that you made an ingame video tutorial? Pretty great, if you ask me, but it's probably pretty obvious for you to do so :)


Enjoyable as a wind down game. Music was perfect for the setting. The graphics and art fitting. Cool stuff.
Enjoyable as a wind down game. Music was perfect for the setting. The graphics and art fitting. Cool stuff.
Alsooooo does this make me the best because i was the fastest boy?! :D.

Before I rip into this (its just ... sometimes a games more interesting properties are not its highlights, you know -- that always gives a bit of a skewed review) I have to also talk about the things I really liked about this game. The soft but understated graphics stile fits perfectly. It's also colorful and pastel enough to not 100% go the 'beige euro board-game' look. The audio is enough to liven up the game, but wise enough not to get all 'in your face' as it understands this is a puzzle game. I also really like where you got your inspiration(s). Cellular automata 'F.T.W.'. It's also, like a lot of LDJam games this time around for some reason, just pleasant to play. Lastly, good job on including keyboard shortcuts (... though I think I only used the space = next day one. Also in the very beginning I thought the (1) .. (4) might be 'action-cost, but I think that is more one me.)
It also feels oddly balanced for a game where I thought a bug (well, maybe) was one of the game-mechanics:
I originally thought I was going to begin this review with: "Today I Learned: You shouldn't immediately fertilize seeds on planting." My first run had 216 days... but seeds immediately fertilized seemed to take ages to sprout. Could it be the case? I looked it up, and sure enough, there's special 'slow release' fertilizer that you can have as a 'starter' for rye seeds. -- Well, that must be it then. After realizing that, I did another run where I got 117 days with this information.
Then I read some more of the comments. It turned out to be unintentional.
All of the other systems and overlays, while impressive, I had (felt) not actually _needed_ during the game. -- Watering seems only really 'needed' in the level with clay in the middle, as far as my play-style goes. For the rest, it just seems a matter of planting seeds close to the water, being careful to only fertilize when the no-nutrients icon shows, then harvest and sow. This is a fun enough way to play the game, and, seeing the other comments, still competitive enough to get near a high-score.
What I think I'm getting at here is that for a game of this scope all the systems seem a bit like overkill. (This feels very familiar to me.... last time --so not this* LD-- for example I tried to physically model a system -- for what was a point-and-click adventure :sweat_smile: )
Anyway, all of that is a lot of words just to say I found it a pleasant little game.

*) edit/PS: Coming to think of it, my _current_ submission had a cellular automaton implemented at one point ... but I decided to scrap that when it turned out that I had little time left and the game I was trying to build with it wouldn't have been fun.
Yeah, the final level was just a not to LD52. At first I didn't have the water holes in the middle but that made it more tedious so I kept it that it's not too hard to finish. I am still trying to decide where to go with the mechanics with this one; more puzzley and less systems-driven or the other way which would make it less of a game π€
All the credit for the idea of a video tutorial goes to my wife. She suggested it as I was stressing over that it's impossible to make a tutorial system in an hour. π
@matank Thank you for playing, glad you enjoyed it. And the last level was more of a gimmick, so however you solved it: It was the right way!
@lone-wolf Thank you so much for playing if for that long! I am really sorry about that nasty bug, punishing attentive players π
@commanderstitch 162 days, very good!! Thank you for playing, I'm glad you also enjoyed the music!
@kikiriki367 Thank you, I already started on the vlog-mortem for this one π And you're not the only one forgetting about the scroll wheel. It's good that the game can be beaten without it, I didn't want to make it too hard when the goal was to make it more of a relaxing experience. And 104 days *is* impressive! π
@remco Again, thank you for taking the time for such thorough feedback! What can I say, I like colors and despite the game feeling like its set in the desert, I am glad that it didn't look too drab π
And I am so sorry about the bug and all the trouble it caused you! π Thank you so much for not giving up on the fame! And late-starter/slow fertilizer almost sounds too good to not include it in a more polished version of the game. And you're right, the overlays aren't needed, I just thought they might help players trying to figure out the systems behind the curtains and to optimize their play-style but you can also play it leisurely.
The interplay between the systems is not very well explained (or transparent) and also a little shallow, I feel. And the cellular automata aspect is just something nice to put in a feature list but players probably never notice it. In other words: Pointless π