OK one last thing. You need to add the ability to switch dragged items. Like when you click on an item while dragging another item, it should just put the currently dragged item down in that slot and pick up the clicked item. I can't do anything in this instance
Wagyu_Dev
Creator of
Recent community posts
Inconceivably complex for 7 days. Idk how yall managed to do branching narrative to that level of granularity. Seriously my favorite game in the jam. The art is gorgeous, the writing is engaging and real mysterious, the concept itself is really unique. I love how you let the player to actually wrote their own personnel notes. Personally in my top 3 and it aint number 2 or 3, which is why I decided to write a longer comment than I normally do for this jam. I should've played this sooner, this deserves way more ratings!
Things in the next paragraph I just wanna say are understandable given the deadline. These are just some feedback for post-jam updates.
I had some minor gripes with the UI and how certain things are communicated. The tutorials (or text in general) could be written better and in a clearer format. Maybe use some a different color to emphasize certain words. It's also a little unclear what each route condition (like crevasses and severe frost, idk what you call those) actually does and you just have to guess based on just the name. Maybe add a tooltip when you hover over a route that shows a short description of the condition. Y'all should also put a shortened version of each personnel file in the inventory planning screen. Damn I shoulda written all this with bullet points. Anyway, I didn't know I was sending dogs so I didn't give them any dog food and they starved. Unless I miss it I don't see anything mentioning dogs in the planning phase. Moving on from the dogs, the expedition log panel is too small. Maybe something like this? idk just a mockup
Another small thing is with the personnel files tab. You should be able to go back to the mission page by clicking on the mission tab instead of having to click "Back".
Finally, here's some bugs I found:
- Missing item sprite and name

- Missing item name

The art is 10/10, uniquely interesting designs for the characters. Personally, the writing isn't for me but I can see some people would enjoy it. I'm not gonna reiterate what some people have mentioned about the voice acting which is understandable given the limited time for retakes. A small tips tho to get that radio/phone feel, instead of altering the pitch maybe try adding filters like distortion and low/high pass.
Yoo what's good. I seen y'all make some more games, love to see it. Gonna check this out later. I notice y'all went extra with the CSS too, I respect it.
Real quick tho, you got a discord? Me and some of the Scream Jam 2025 alums made a new lil game dev community. We help each other with development and share our progress in there, some light chill stuff. If you're interested hit me up on discord. No pressure tho, y'all be easy, much love.
Sorry for the late reply, your comment was pending approval for some reason. Yes there is currently only one ending, I wanted to make a second ending where you complete the quota but I didn't have time to implement it. This was made for a game jam under a one month deadline. I'm currently working on updating this game. My bad Rika, I did not expect people to actually try and meet the quota.
I will be adding more content yes. When it comes to making it into an actual farming game with hours and hours of gameplay, I would need to come up with a more distinct identity that'd make this game stand out. For now, I think the short nature of the game serves its purpose of telling the stories I want to tell. But I guess we'll see, I read from some of the comments that the art style really resonates with some people.
Okay I managed to get it working with the recommended fix. As I've said before, I love the look of this game. Sprites are well made and the entire thing has a distinct personality. Animations are smooth and the swinging animation feels impactful. This game ties in the theme elegantly. I think the sudden change to night time is a great design decision. The switch in music immediately gives you the feeling of danger. Overall, this game is excellent and one of the best entry when it comes to incorporating the given themes. If I had to give some feedback, here are things I found based on my experience with the game that I think could be improved:
- The color of the tilled soil is too similar to regular dirt. This makes it hard to see at a glance which tiles are tilled.
- You should be able to see the your resources while browsing the shop. I don't think there's a good reason to make it a separate tab.
- I was stuck for quite a while after trying to enter the maze area at the northwestern part of the map. My character went off camera and I had to wiggle my way back to the screen. Might be a good idea to block off the entrance to the maze if the player isn't supposed to go there.
- You can't really predict which sides the enemies will be coming from so it's a guessing game on where to plant your defensive crops. In the early game, you can't really cover all 4 sides of the arena with defensive crops and once you do have a defensive crop in each side, you have to get lucky with the enemes' pathfinding and hope your crops are in range.
- Lastly, this is super nitpicky but I think the game would do well with a dedicated "interact" button so I don't have to swing at the merchant.
Congratulations for your first game. As others have said, you pretty much nailed the atmosphere. For your first time learning to code it's actually impressive how much stuff you managed to implement. It's good to be critical but you don't have to be too hard on yourself. We all start somewhere and once you get efficient with implementing stuff that's where the fun begins. Hope you stick with it and I'm looking forward to what you'll create.
Thanks for playing. It's actually a rip off of Harvest Moon: Back to Nature for the PS1. I really recommend it. But shout out Eric Barone, he's one of the greatest to ever do it.
On some real stuff though, it's a farming game so there's bound to be some similarities (prepare soil -> plant seed -> water -> harvest). I tried to innovate with some stuff but I don't want to be different just for the sake of being different. Given the relatively long development period, I saw this jam as an opportunity to innovate on the narrative side of things instead of just surface level gimmicks. However, I agree that I could've done a better job with the game's structure (and level design I guess).
Oh btw I just got my Switch, should I get Links Awakening or Echoes of Wisdom???
It was quite enjoyable. Looking forward to post-jam updates. Speaking of, I found several minor bugs:
- You should set the current hovered interactable to null when the player isn't looking at any interactables. Currently, I can play the monologue for the cooked family inside the house while I'm nowhere near them by pressing E.
- I equipped and unequipped a tomato seed item and it got stuck on screen for the rest of the game








.



