A week of changes


First of all, I want to give a heartfelt thank you to everyone that took the time to give feedback during the FarmJam 2024. It means a lot that so many people were willing to try multiple times despite crashes and annoyances to give this game a fair shot. There were a lot of people that took a look at this game and I am very grateful. I have removed the previous version of the game from the jam given that I got a ton of feedback and have a concrete direction to go in, and since there were some glaring issues I don't expect many folk to make it past them. If you did not get a chance to rate the game, check back once the jam ends and you'll be able to play a more refined version. In the meantime please play someone else's game, there are a number without many ratings. If you are eager to play, you can download this version at www.sweepnet.org

Now for the update:

I have spent quite awhile this past week on squashing bugs, adding UI optimizations for ease of use, and have made a few pieces of additional content. I tried to focus a lot on the quest and on crafting, since that seemed to be a bottleneck for folks trying out the game. First, bug fixes:

  • Fixed an issue where tile coloration didn't change when a water tile was expanded.
  • Fixed some problems with the coyote fight
  • Rebalanced combat pacing - attacks are much slower now.
  • Fixed the issue where the inventory would get full and then stay locked full despite clearing room.
  • Plants planted during the quest were not being saved, they are now.
  • Items that were placed on the ground were not being saved (fence posts, etc.)
  • right click -> attack has been implemented

Now for content that has been updated or adjusted:

  • Quest progress is now non-linear, meaning doing some tasks for the uncle then some for the cousin will not interrupt or affect the other.
  • Right-clicking on items to craft in the crafting interfaces now shows the requirements
  • Added icons for the inventory and equipment tabs
  • Added a combat tab that allows you to choose whether the player auto-retaliates to attacks.
  • Added projectiles, and a way to calculate ranged damage.
  • Added numbers that show how much damage is taken and received. This number is after defensive calculations, so the number that has an affect on hp.
  • Added a special defense, where if the equipped imbued bead are the same typing as the enemy attack, all damage will be mitigated. I will be making another post explaining how imbuing works at some point.

  • Similarly, added a special attack that is either blocked by the opponent or the attack is enhanced.


Completely new additions:

  • As you saw above, a new mayfly enemy. It shoots water and will be featured in the upcoming quest.

  • Added a new tile type, traps! This will be useful for what I am planning for the upcoming quest and also for creating unique obstacles later on. The featured trap is a corrupted grass that an enemy will use to damage the player.

  • Added a grasshopper herbivore (not enemy) that can be imbued for another special attack.
  • Added a quest journal that informs the player where they are in progressing the quest. I think this will be useful for orienting the player to what is next and reminding them if they took a break from the quest.




Next steps:

  • As mentioned, I have some big plans for another quest. This quest will be a tutorial for the combat system and serve to help the player understand imbues and attack and defense typing. There will be a boss, and some neat rewards!
  • I still have a long way to go in terms of helping the player understand how to use all of the tools and make it clearer what is actually possible in the game. I have some ideas for this but am also open to suggestions.
  • I still need to make the player die, and create logic for player and enemy respawns.

Thanks for reading and I will see you next time!

Comments

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(1 edit) (+1)

Hey!! Not sure if you have, but be sure to upload your update:: there is a surprise bug-fix period today that the jam owner announced!

Thanks for the reminder! I uploaded a version with the bug fixes described here, but I want to wait on adding the enemies until I finish the next quest. Were you able to make some additions to yours?

(1 edit) (+1)

After I posted this, I realized your update earlier today was in my feed and I didn't put two and two together, lol. 

For myself, working on some currently, but wasn't able to spend much time after submission to work on things and the surprise extra submission time snuck up on me xD Hopefully will at least have more snails in by the end of the day. Thanks for asking <3

Everybody needs more snails! I hope you keep it up.