Untitled Farming Game

Will it be possible to cook the crops you grow?

I thought about implementing some wort of system like that, with a cookpot that you could choose different ingredients for and get different stuff out of. In the end I decided against it and instead will have various townsfolk offer to make dishes if you trade them raw ingredients. I think it’ll be a close substitute without having to make a whole new system.

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Does the farmer who’s guarding their plot to the north do anything yet?

Nope, just gets fatter if you give her food she likes.

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To bad this game is a dating sims. Also what food does she like anyway?

Dunno where you got dating sim from. As for favorite foods I feel as though it ruins the fun to just flat out get all the answers from me, so you’re going to have to experiment.

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I’m trying to do some math (call it a hobby) and I’m curious exactly how long eat plant takes to grow. It would be hard to get exact numbers just by experimenting, so I have to ask.

Using the wardrobe resets a lot of the characteristics.

Just wanted to say that I have been watching this game in development for quite a while now, but I finally made an account to say that I really love this game!! I’m constantly looking forward to more updates and I’ve been wanting to learn how to do game design and coding, I know python, but I don’t know much about game maker. If there’s any way I could assist with this game, I’d be more than willing!! :heart: :heart: :heart:

One minor quirk that needs addressing is that whenever you gift an item to a person from a stack of items, you need a different inventory spot to place it back down again, if you tried to do this with a full inventory I don’t know what would happen. Ideally we should be able to place it back where it came from, but I couldn’t for some reason.

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ok dumb question… how to save? Unless there no save yet…

it has not been implemented to my knowledge.

ok thank you. I want to know why it not working.

well now you do, in a future update will add saving .

Man, gonna make me eat my own words after I said I wouldn’t just give out info! I’ll say everything takes an even number of minutes to grow, and that meatroot and sweetroot are 12 and 24 respectively so you don’t have to time those for half an hour.

Thanks for the offer, but I don’t think I’d even know where to begin with delegation! Maybe writing I guess? That never has been my strong suit. Although I’d have to think of something to actually write about first that’s not ā€œplants plants to get plant.ā€

Yeah, you’re totally right about that. I’ll put it on the list of QoL improvements.

Alexjay is right, there is no saving in any of the builds so far, since I wanted to make sure all the data structures I need are set up to cut down on having to restart the game every other update.

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On my end, it seems like growing plants takes longer than you described. Meatroot took 24 minutes to grow. I haven’t timed Sweetroot, because that would most likely take 48 minutes, but I have timed all the other plants.
At this point, I’d like to make a few suggestions. While this game shows great potential, it is lacking in a few areas.
At the moment, there isn’t enough to do if the player runs out of garden space, money, and has recently eaten. This leaves a period of several minutes where the player is simply forced to wait. Two solutions for this are to add some sort of minigame, regardless of complexity, and to add significantly more dialog options, which you are already, I believe, working on.
The controls aren’t particularly functional at the moment. To select something, the player can sometimes use the designed ā€œinteractionā€ key. However, some circumstances force the player to use the ā€œeā€ key, some interactions require the use of the mouse, and utilizing the gift-giving or inventory options requires the player to use the ā€œiā€ key.
There is a balance issue involving the shape of the Sweetroot compared to its selling value. Due to its shape, it blocks a very significant portion of the farm from being used and only allows three to be placed at a time. To make up for this, it has very little. Considering time, buying cost, and selling cost, we can determine that a full garden of Sweetroot is work approximately 22 coins per minute. The slightly less valuable Meatroot, in contrast, can be placed four times in an empty garden, providing 25 coins per minute.
I would suggest that, although it is endearing in its own way, the mechanic of placing blocks of various shapes should be removed. It is, unfortunately, not a particularly strong mechanic, and makes the experience of the game focus too much energy into repeatedly rotating and puzzling over placing plants that will eventually end up being harvested.
I would also suggest speeding up gameplay, at least while there aren’t very many things to do while waiting.

To be clear, I don’t want to discourage you from making this. It’s a fantastic game with adorable characters and graphics. The potential here is astounding, and I can already tell this is going to be an awesome game once it’s finished. Hopefully, some of my advice can help get this game a bit closer to the final form. Until then, I’m going to enjoy playing it nonetheless.

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You can fit four sweet root seeds in the farm pal

I definitely agree on the problems with downtime and control consistency, I have been meaning to get the menuing experience to be a bit more streamlined as I add more actual content though. I actually missed something that was causing all the crops to take twice as long to grow, so good catch on that one. Downtime should be a bit more bearable with that.
In terms of the shapes of the crops, that’s staying. It’s just about the only thing besides the fetish content setting it apart from any other farming game, and I feel like removing the puzzle aspect would make it way more boring since you could just only grow the highest value crop without having to think about space.
As for sweetroot, you can place four in a garden like this:
image
and right now I have all the prices balanced so that the bulkier crops get you slightly more profit than the ones that are easier to fit in. I’m planning on adding more reasons to grow specific crops as well, which should hopefully make thinking about what to grow when more interesting.

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I’ve just implemented and tested saving. It’s not what I was hoping for, and saves will not be compatible between each other using the system that’s currently in place. However, this has made me think of how much progress I should make before releasing versions, since I’m sure you all don’t want to play through the whole beginning of the game every time there’s new content. Maybe I’m wrong though, so I’ll just ask you guys:
Would you rather get more frequent build updates but have to play through the beginning of the game more, or less frequent ones but have less doing things over?

Well unless there is a critical bug that needs testing, I think the latter makes more sense.

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