Giveaways ending on November 9:
PLAYERUNKNOWN'S BATTLEGROUNDS
Steam Marines
Crimsonland
Company of Heroes Complete Pack
Heavy Bullets
Ninja Outbreak
Tropico 5
Interplanetary
Cloudbuilt
Lemma
Super Puzzle Platformer Deluxe
StarMade
The Marvellous Miss Take
PAC-MAN Championship Edition DX+ All You Can Eat Edition Bundle
Infested Planet
Q.U.B.E. 2
Stacking
Giveaways ending on November 16:
LUFTRAUSERS
Cosmic DJ
Dungeon Hearts
Citizens of Earth
Toybox Turbos
Rise of the Argonauts
Magnetic: Cage Closed Collector's Edition
Giveaways ending on November 23:
Xeodrifter™ Special Edition
Mutant Mudds Deluxe
Costume Quest
Iron Brigade
Dead Rising 2: Off the Record
Lakeview Cabin Collection
DreadOut: Keepers of The Dark
Giveaways ending on November 30:
Beholder 2
Darkwood
Pacify
The Town of Light
Giveaways ending on December 24:
Evergarden
Aegis Defenders
Regular Human Basketball
Fluffy Horde
Infested Planet
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Hello and welcome to Steamgifts :)
Simply browse the screenshots page in your Steam profile and copy the link here.
To post a link as image on Steamgifts use the code ![Any-text](Your-image-link-here)
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Seems like Steam screenshot feature doesn't work for Demos or I don't know... MAde a bunch of screenshots just to see they are nowhere... :(
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That's odd. They work fine for me and it looks like they are working for a lot of other people considering how many posted screenshots in this thread. Maybe double check what the screenshot button is and also that Steam overlay is enabled? Maybe try setting the screenshot button to a different key and if it still doesn't work, set it back to where you had it. I'm not sure what else would cause it to not work for one person.
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Apparently it was there under "Screenshots" while checking Steam overlay tab in game. For some reason the window that pops up after closing the game didn't appear and I was afraid I lost the screens. Got them though, thanks anyway and sorry for late reply
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I'm trying to get the achievements, but I can't reach the cutscene [Or the Pepper-Oni]
Also, nice touch, putting achievements in the demo
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This is the best score (for the moment) i get: https://steamcommunity.com/sharedfiles/filedetails/?id=2253725241
I will try to get the achievements.
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Got 120, forgot to screenshot then played a few more times and didn't get close. I will try to get the other 2 achievement later today.
anyways, here is the screenshot of the last game I played https://steamcommunity.com/sharedfiles/filedetails/?id=2253734411
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Hi,
Here - https://steamcommunity.com/sharedfiles/filedetails/?id=2253762562
btw, i have a question. Those tree like thing that spawns creatures, do i need to destroy them cause it looks like they spawn pretty fast in numbers!
Edit- nvm the first try screenie, here's the second :D -https://steamcommunity.com/sharedfiles/filedetails/?id=2253767865
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https://steamcommunity.com/sharedfiles/filedetails/?id=2253778558
fun more than it look and wish feature on tutorial pop up on each new item on feature.
i wish to know danger where and when it come.
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https://steamcommunity.com/sharedfiles/filedetails/?id=2253762868
It looks good, and wishlisted! :)
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https://steamcommunity.com/sharedfiles/filedetails/?id=2253787675
I think the game is neat albeit obviously plants are not as cool as demons (Devil Daggers). The atmosphere is not as good either, but I think that once you add more sounds (shooting sound, I think the small guys jumping from bush don't have sound, would be cool if they giggled somewhat annoyingly while jumping around or something) to the game it'll be better.
Aside from that I have issue with dropping from the map often because to kill plants you need to aim up for their leaves and then you don't get the sense for where the edges of the map are anymore making it easy to fall off while being focused on shooting the leaves.
The bushes that small enemies spawn from are kinda lame to be honest, so I think it would be good to replace them with something more interesting. Do you have major enemies after the plants? If so definitely need some cool ones and maybe have them spawn earlier. There are a lot of cool and badass insects you can get inspiration from for enemy designs. I don't know are those shrooms supposed to help me or not, what are they about?
I like how you can get hit two times before the run ends, albeit I think the slowdown after being hit stays for a tad longer than it should. That being said having a separate hardcore mode where you die after only one hit is probably what some players will want so might include that as well.
Having pixel filter is neat, I liked that addition but I think it should be improved because I find it to be very uncomfortable to look at as it made me feel like my eyes are going to hurt if I stare into it longer. Could just be me though.
Overall I think the game has potential if you pour more work into it. I even wishlisted it.
With all that being said, I noticed the game was made in Unity so I'd like to ask have you and your brother had any prior experience with programming or game development or did you learn as you were making the game? Is the engine enjoyable to work in?
I've bought the last Unity bundle on HB and I'm thinking about learning how to make stuff in it. Do you have any suggestions on where to learn from (maybe toss some links to videos/books/learning sites my way)? And are there any Unity addons/plugins that you would recommend buying?
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Thanks for the constructive feedback! Added to whitelist.
What you've played is indeed a pre-alpha and a lot of work needs to be done to start calling Hardest Harvest releasable.
Yep, not as cool as demons in my opinion too but we tried to leave the fast-paced satanic metal-filled fps cliché.
Sound design is one of task we'll be hiring a professional for. What's in the demo right now is the best we could gather from royalty-free resources, which performs exactly for what it is. Cheap.
We tried different approaches about the attention-you're-about-to-fall warning. It's still a work in progress but in the end the dimmed light seems like the only viable solution. The more you play the more confident you become hopping around the map without falling.
The pixel filter is totally an extra, sadly it can be tiring for the eyes and we didn't want to force anyone to play a game that hurts them.
About Unity. We had very little experience with game development. We've learnt pretty much everything while making the game.
No, the engine is not enjoyable to work with, especially on projects bigger than a single scene. We would've switched to UE4 but the amount of elements that would need a complete rework doesn't make it worth.
Unity is the easiest to learn because internet is literally filled with solutions to the problems you might encounter but that also means you'll face a lot of problems. I can clearly remember a whole day trying to search what could be the problem that made the editor crash at startup on a project perfectly working the day before. Ended up copy-pasting the whole project folder into a fresh new project and suddenly everything was fine for Unity.
If you're not a coder, I highly recommend downloading Bolt (which is now free) or buying Playmaker.
Another asset I can't live without is Amplify Shader Editor. But this can be skipped if you're going to learn the URP built-in Shader Graph.
Youtube and Reddit are the main source where I learnt from. What I really suggest is starting with a small project and learn all the little things that it needs to become a playable game. It will teach you very little of everything (coding, shaders, 2D/3D art, sound design, etc.) but in the end it will feel rewarding.
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Oh yeah, I wouldn't start with anything big. Would probably make some small and simple mobile games at first or something.
I think I would mostly do 2D games at first if I get into it and I've read so many people say that UE4 is not a good engine for that. People do praise it for 3D and I see its blueprint being praised too with so many people claiming it's the best visual scripting solution available.
There's also the fact that Epic Games are behind Unreal Engine and I don't think I want anything to do with those guys.
Bolt is a mess right now. Unity bought it and got Bolt 2 code along with it and community was hoping they're going to work on that because it fixed a lot of issues that the original had. But Unity made a decision at first to just continue working on original instead. Then people complained so they said they'll reconsider and I'm not even sure where they're at now regarding that. But people on unity forums are recommending not to use Bolt for serious projects due to this, plus people claim that using bolt leads to bad performance.
I got FlowCanvas (visual scripting) which was bundled before so I traded a game for it (lol). And I'm thinking (if I end up liking Unity) of buying NodeCanvas for a state machine (also has behavior and dialogue tree modules) instead of PlayMaker mostly because those two are from the same developer and apparently really go well together. Albeit I do see PlayMaker is very praised and is even supported by a lot of other extensions in the asset store. I'd have to do a lot of research on that to decide which one would be more fitting.
Btw have you seen Peek? It was probably the main reason I bought last HB's unity bundle because it looks like something that would make working in Unity more convenient and enjoyable.
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Ok, here's the proof of my lack of ability... Please don't judge me 🤣
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https://steamcommunity.com/sharedfiles/filedetails/?id=2254054091
nice demo, waiting for the full game :)
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Thanks for the giveaways and keep it up~
Gotta save more veggies!
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https://steamcommunity.com/sharedfiles/filedetails/?id=2254437820
First achievement completed.
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Didn't take screenshots but I recorded a video.
https://www.youtube.com/watch?v=LYbEn-WSs8E
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I think I am the first one to beat the demo :)
Think it was closer to 6 minutes than 7, but I forgot to stop the timer because I wasn't sure if it was over.
Achievements
Edit: Don't mind the last screenshot, it doesn't take that many kills to beat the demo, I just got bored and decided to do some farming :)
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AAAAH spoilers! Everyone look away!
Not really the first one but among the handful of players who beat it. :)
The reason we didn't add a stopwatch is because you can potentially play a single run for an indefinite time.
The final pickup and the cutscene are programmed to happen as soon as you clear the map from the last spawner. Leaving a single Sprout flying around would never trigger the cutscene and make the time useless for score purposes. Here lies our struggle. Put a misleading time stat that would do nothing but give hints when the spawns are supposed to happen or just scrap it (because a time stat is present but hidden in the demo build)?
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Oh, I misread the OP. I thought you said no one reached the end cutscene, but it says "almost no one".
So, isn't the number of kills kind of pointless too then because you can just leave a tree up and keep killing enemies forever?
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Indeed, it's pointless. But then we felt like are we really releasing the demo with something like "you died" only?
Maybe it was a bad decision but sometimes you must risk it. I'll be honest, it's our first time on the game dev scene and creating a functioning game that is also rewarding is really hard, especially if you're aiming at something different from the usual "get X kills" or "survive X time". Feedback is really helping about it.
Anyway, don't get me wrong. I'm not ignoring your previous feedback. I just lack the time to give it more than a quick read. I want to give it the attention it deserves but this headache isn't helping :/
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I guess it's not completely pointless, it gives players a way to feel progression up to a certain point. Then once you get to the end you realize how the point system works and it becomes meaningless. It works on other games because they are neverending.
Maybe after the main game ends, you can continue the game indefinitely where a enemies keep spawning at certain time intervals and the time interval gets shorter and shorter over time which makes it progressively harder until you die. That would of course only be if you want to make the game competitive. I think it would still be enjoyable if it was a traditional non competitive game with and ending, but people complete those games once and stop playing, where a competitive game becomes addicting and people continue to play it and talk about it. Or you could make both and select what mode you want to play. Then people can enjoy the main game with an ending and then see how their skills rank against everyone else with a competitive leaderboard.
I don't expect you to respond to all my comments, I know you are reading them. I just wanted to give some feedback. Also, my opinion isn't the most important anyway because this isn't the type of game I normally play.
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Yeah, I still use a CRT monitor. Never bought one of those fancy LCD things :)
I've been looking for a monitor for years, but I can't find anything I want to buy. There are some benefits to LCD, but they all have some kind of issue that seems like a downgrade from a CRT. I would probably get an OLED monitor if they existed and were a reasonable price.
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https://steamcommunity.com/profiles/76561197985512763/screenshots/#scrollTop=0
I really suck at this game
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I see a lot of trees there with no leaves missing. Just incase you don't know, you can kill them by shooting the 3 leaves off so they stop spawning enemies.
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https://steamcommunity.com/sharedfiles/filedetails/?id=2254902438
Devil daggers intensifies
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https://steamcommunity.com/sharedfiles/filedetails/?id=2255483722
Giving it my best shot, Adding achievements to the demo is a really nice touch, plus, I guess you get to test whether your achievement tracking works also :P
Looking pretty cool so far for sure!
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Thanks for playing. We tried to be largely inspired by Devil Daggers without becoming a Devil Daggers clone. You can double your rate of fire with the carrot power-up. There's people beating the demo so easily already. I thinks there are enough power-up to help the player in this demo. More are in the works but that's secret stuff :O
Added.
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Here you go: https://steamcommunity.com/sharedfiles/filedetails/?id=2255866172
The lack of sound effects really messed with me.
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The gunfire from the pitchfork was either inaudible or so quiet that I could only barely hear it, and the monsters were effectively inaudible too such that I couldn't tell when they were flying at me by hearing them approach, as I could in Devil Daggers. I didn't adjust any settings, just ran with the defaults.
I had assumed that they just weren't in the game yet, but the audio of your gunfire and the monster cries as they rush towards you was such a visceral part of Devil Daggers (and helped you to hear danger approaching so you could react), and that was the most significant part that I found missing.
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Here you go: https://steamcommunity.com/sharedfiles/filedetails/?id=2255870541
I played it for 20 mins and enjoy it so far ! But i couldn't reach the cutscene at the end! I just wish there was a way to get HP back, and the upgrade lasts forever, i like the carrot which upgrade the "gun" but idk about the others stuffs :P
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Interesting game - A bit too difficult for me; although I'm going to try it again later and see if I can get a bit better!
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I've got problem uploading my screenshot, here's the screenshot.
However, you can check my achievement page.
EDIT: Got it.
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https://steamcommunity.com/sharedfiles/filedetails/?id=2256333737
I liked the fast paced gameplay, characters are super cute.
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https://steamcommunity.com/sharedfiles/filedetails/?id=2256691350
I'm happy I could finish this. :)
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Here it is, my 10th death in few seconds lolz
Will add comments later, gotta work now!
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The demo was running at 4 fps, so it was hard to do anything. :( But the game looks promising, I'll try with another computer whenever I can!
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Thanks for playing! Added.
It's been a while now that Steam just won't show me the usual screenshots dialog window whenever I take picturess. If you heard the sound when capturing a screen then you'll probably find them all opening the window manually (upper left corner of the Steam client View > Screenshots).
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The funny thing is my problem was I did 10 screenshots and I did had the window pop out every time but when I check my Steam and screenshots section it is empty :/
Edit: I must say I like that you can destroy the leafs/bushes to make things that spawn enemies disappear or you can leave it and jump and dodge and farm enemies :)
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Best I could do
That running veggie with a trail of fire is very hard to avoid
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https://steamcommunity.com/sharedfiles/filedetails/?id=2263822093
Looks good, keep it up!
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First try
i know i can do better, fun little demo
Edit: Slowly getting better, and thank you for the chance! ^^
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That was actually really fun, and unlike my first expectations, feels both familiar but also different enough from Devil Daggers. The only thing that confused me a bit at first was that the explosive shot builds up from shooting. I also filled out the survey, there was only one main criticism which can honestly be fixed quite easily.
Also, it felt really polished.
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Thanks for your feedback and taking the time to fill out the survey ^_^
About the constant mouse click issue, which we noticed already during testing, an auto-fire option could be a possible solution. Not so straightforward to implement as it sounds, because we built our firing and movement system entirely from scratch, but still something we can work on. I'm just afraid it could possibly mislead the new players to never use the charged shot or get in conflict with mechanics such as the pole-jump. I guess we'll figure out a way :)
Added.
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good game, but too hard for me
https://ibb.co/5Y4Ft3m
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I'm not good at this, but I liked the theme you guys used :)
Added to Wishlist (I want to see how you guys manage to implement the story mode or the progress out of the game ^^)
https://steamcommunity.com/sharedfiles/filedetails/?id=2272702446
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tried three times for this game and this is my final shot screenshot I am not good at this😭
I think at first it is a little bit strange to me(what should i do to that carrot? why my bullet can't kill him? what should I do then?) and also the hitting zone is sometimes a bit strange(sometimes i am very close to the veg monster but not get hurt) but this is an awesome game! it is really fun.
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Thanks for playing. The 1280x1024 resolution isn't in the list but setting the highest 4:3 (or any ratio actually) downscales to the nearest resolution your monitor can handle. So setting 1600x1200, in your specific case will downscale to 1280x1024. Sorry for the hassle. We just didn't bother too much about it because it's a demo but the finished game will include the most common resolutions.
Added.
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https://steamcommunity.com/sharedfiles/filedetails/?id=2275716680
This is as far as I could go!
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I really enjoyed the game! Wishlisted because it looks like something I would actually play :)
https://steamcommunity.com/sharedfiles/filedetails/?id=2277493564
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Really cool demo, reminds me of Devil Daggers.
https://steamcommunity.com/sharedfiles/filedetails/?id=2278022745
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awesome detail on this part of the stage, looks like an infinite falling:
max points i've managed to hit so far with an avg of 10fps :v , will be upgrading my rig soon:
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https://steamcommunity.com/sharedfiles/filedetails/?id=2281296259
I had to jump, they are terrifying :D
Good game! Also added to my wishlist.
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https://steamcommunity.com/sharedfiles/filedetails/?id=2281322455
I immediately thought of Devil Daggers when I played this. Game gets hard very fast. Didn't last very long. Not sure what the powerups do. It should tell you. Best of luck on the game!
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I'll have to look into that because it passed quite some time since we managed all the video options.
For what I could remember, we noticed some performance improvements with borderless window over native fullscreen. Especially when minimizing the game.
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Alt-tab works faster with borderless window mode yes, but game performance is usually better with real fullscreen. You can make it an option to choose between those 2 like many games do as well.
Also v-sync is always on in window/borderless mode due to Aero/DWM, so the option to disable it doesn't actually do anything right now ;-)
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Hmm, first impression is that it looks like a reskin of Devil Daggers. Everything from the mechanics, enemy types, weapon, and some of the sounds. Not trying to be negative, but I'm sure there is going to be a lot of talk about it since it is very blatant.
That being said, I am not interested in Fall Guys, but I enjoyed Devil Daggers, so I might give your demo a try.
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No worries. There's no secret about it being similar to Devil Daggers. We're huge fan of that game and Hardest Harvest is basically out love letter to Devil Daggers' perfection lol. In any case we really tried to keep a similar gameplay, with some additions that wouldn't kill the arena FPS vibes.
Anyway, thanks for your feedback and if you want to try a more Devil Daggerish gameplay, there's Hyperstrange's Crossbow: Bloodnight which is also pretty good.
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If similar is what you wanted, you definitely succeeded. There are some clear changes, but I can jump right in and feel like I have already played the game.
I feel like the game definitely needs a timer since that is one of the main reasons to play this type of game. You need something to feel a sense of accomplishment when you get farther and this is the type of game that competitive people want to play to compare themselves to others.
I'm not a big fan of waiting for the secondary attack to charge, but I guess that is something that I could get use to. I like the idea of having a weak fast fire and then a stronger secondary fire that is slower, but always available. You have to make your shots count with the slower weapon. It kills quicker, but if you miss, you may die before you get another shot.
I don't like how dark it is around the edge of the map. It is very hard to tell when you are near the edge which makes it easy to fall off. You have to go around the outside of the tree things to shoot the outside leaf and when they spawn near the edge this can be difficult, especially if you have some speed built up.
I managed to last 4m42s and kill 302 creatures.
Edit: I beat the demo
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https://steamcommunity.com/sharedfiles/filedetails/?id=2253721729
Looks nice, wishlisted
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Sorry for this. A Linux release is planned but not ready yet.
We've had problems with Unity totally refusing to build a Linux version and we have yet to understand if it's Unity or Visual Studio fault.
Also, I've had troubles trying to boot Pop!_OS from usb and I don't have an external drive large enough that I can format to put SteamOS on it. We had to rush to be admitted at the Steam Game Festival, and to put it simple, we had no time to dedicate to these issues.
I must admit I haven't touched Linux in ages and I'm really out of the loop but, can't Linux users now run Windows games through emulation and have smoother performance than it used to be?
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you can't really rely on wine/proton to be able to run every windows game. yes, emulation is definetly better now but it's not native and is still just an emulation that may require additional tinkering to be able to play and may not be worth it.
I have spent coutless hours now to get new Mafia to run on Linux, and 40+ hours in and no luck to get it running on my machine :(
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i don't really think that usb booted os would be any good for benchmark since read/write would be abismal or not even possible in some ways on usb stick. if you still want to do usb, any live medium (available for almost all distros out there) could be ok.
you really don't have any hdds? even old ones would work better than usb. if you don't choose a distro with heavy gui (like gnome or unity), any distro can fit in like even 10 - 15 GB to function properly, not even talking about distros that need less than 1GB disk space (I don't think those would be good for benchmarks though)
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Haha! I have jumped through similar hoops on the Mac to get windows games to run via wine. I know the pain. XD.
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Hmm, it's crashing for me after I click Start. It shows me the guy falling into the hole then shows this pop-up: https://imgur.com/a/8HPKd59
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Looks like a nice game. I won't be playing as I don't have Windows. But, I do with you the best of luck with it! :D
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Hello, i played your game, it looks very good, i recommend you to put some sound when it shoots ;)
https://steamcommunity.com/sharedfiles/filedetails/?id=2254358658
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Is this something like Ziggurat or Devils Daggers?
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Something that bothers me is that it feels like I have no control when in the air. I don't know if this was intentional, but considering how much speed you can pick up, how small the map is, and how easy it is to fall off the side, it would be nice if I could turn a bit while in the air. I feel like I don't want to bother trying to pick up speed because with almost no control, I usually end up hitting something or going off the map. The jumps with speed are very far with no control which makes circle strafing with speed difficult.
I find the little chili that runs around with fire too difficult to hit. It often feels like it comes down to luck and if you end up chasing it too long, you allow too many other enemies to spawn. I think it would be better to make it a little bigger or increase the hitbox size. Or maybe, I just need to get good and learn a better technique like leading it. It may be because it's somewhat far into the game and I don't have enough practice with it because I don't see it as often as the other enemies. I had this same issue with some of the enemies in Devil Daggers. You feel like you are getting good at the game and then a new enemy is introduced and you feel like you can't make progress because you need to learn how to efficiently kill it, but every time you fail you have to start over and it takes a while to get there again.
After playing for a couple hours and beating the demo, I still don't understand what some of the powerups do. I know there is one for speed, one for armor, and I think there might be one that makes you shoot faster, but I'm not sure what the others do. Do they wear off over time or do they stay until you pick up another? I don't know when the armor wears off and since I would consider that the most valuable, I wouldn't want to pick up another if that one is still active and not used. It feels like they wear off before the next one shows up, but I'm not positive because I usually can't even tell when one is enabled. Other than the armor and speed, they feel kind of pointless because they don't have a big enough effect for me to tell what they are doing. Maybe this is just my fault for not noticing something because I am so focused on the enemies that I haven't taken the time to try and figure out how the powerups work.
I do think the demonic visuals of Devil Daggers looks cool, but I also like the plant enemies in your game. The red on black theme of Devil Daggers strains my eyes after a short time for some reason. I find the colors in Hardest Harvest easier on the eyes and I like games that have bright colors that pop. With some more development of Hardest Harvest, I think I would find it a more enjoyable game than Devil Daggers.
Edit: I think it may be a good idea to make the game longer with a more gradual difficulty spike. One of the reasons I didn't enjoy Devil Daggers that much is because you can only play through a very short amount of the game and then it feels like you hit a wall. You have to spend so much time practicing just to get another 15 or 30 seconds into the game and I don't find that enjoyable. Playing over and over for hours just to get a few seconds farther to jump up the leaderboard is tedious. The only enjoyment comes from moving up the leaderboard and the games itself isn't really enjoyable.
Edit 2: I played some more and payed better attention to some things. I think all the power ups I mentioned are all that exist (armor, movement speed, shooting speed). I don't know what the pepper does though, maybe increases damage? I did notice that after picking up a powerup the weapon gets a glowing outline for a little while. I guess when that goes away, the powerup is no longer active? I noticed that the secondary fire charges in 4 seconds on it's own or 2 seconds if holding down rapid fire (this seems to only be later in the game, it's not charging on it's own in the beginning and it takes longer). I also got a little better at killing the pepper, but it's still a bit annoying sometimes.
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Hello, Steamgifts community!
First things first, GIVEAWAYS!
I’m here to announce that Hardest Harvest, the game my brother and I have been secretly developing for the past 9 months, has a playable demo which has been featured in the Steam Game Festival: Autumn Edition.
Hardest Harvest is a fast-paced FPS about a farmer striving to survive a horde of corrupted plants and save cute crops along the way, all set in an everfalling arena leaving the player no option but to dodge incoming enemies and fight the swarm.
Some notes about the demo:
It doesn’t really feature a score system because it’s supposed to end at roughly 7 minutes with a cutscene, which apparently almost no one reached. It’s been made like this just to receive feedback on the game difficulty.
We are not really fond of hand holding the players, so the game explanation is limited to a single scroll showing up before the fun starts. It will be up to you to discover how to grab power-ups, take full advantage of the movement system, or simply destroy spawners.
Said so, I hope you will enjoy the demo! It is our very first public game and its development has been a rollercoaster of emotions. Huge satisfaction when something was working properly as well as incredible frustration when Unity went nuts. Overall, a beautiful learning experience.
Oh, there’s a survey button showing up while quitting the game. Feedback is super appreciated!
If you enjoyed it, don’t forget to add Hardest Harvest to your wishlist, it would help us so much!
Thanks for reading this far! It’s not over yet, though.
To promote the game I’m also giving away a key for Fall Guys limited to my whitelist.How to join the giveaway, you say? Easy! Just try the demo (about 200MB install size) and reply with a screenshot to this post.
Please, don't reply to the main thread with your screenshot. It's hard to keep track of everyone participating if the screenshots are all scattered around. Thank you!
Links: everyone loves them!
Hardest Harvest on Steam
Website
Twitter
Stay safe!
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