Ludum Dare #52compo
Fallowtide

⚠️ This game requires a display with size of 1920x1080 or greater. ⚠️
*It's not that it looks worse, it's that you probably won't even get it to run and be able to click on things. Sorry!*
Overview
*Life from death, death from life. You've been hired to grow crops for a quaint group of villagers, and while they pay generously, there's something strange happening under the surface.*
Grow and sell crops in this bite-sized farming deck-builder. Keep an eye on the health of the soil; you can't plant crops on the same patch too many times in a row.
The game is not difficult, and there is no lose condition, so relax and enjoy the atmosphere. There is an ending after about 20-25 turns.
About
Made in 48 hours for the Ludum Dare 52 compo. All art, music, sound effects, and programming was done in that time. I used some boilerplate code from past Ludum Dare games for things like loading images, managing particle systems, and a barebones "scene" manager.
Engine: Python with pygame
Art: Paint.NET
Music/SFX: Audacity, SFXR, my Casio keyboard
Fonts: Alef, Alagard, Matura, Segoe UI
Special thanks
I made this game "from scratch," but drew inspiration from many places including the following:
Inscryption: I haven't actually played the full release, but I played the jam version during Ludum Dare 43. There's definitely a similar flavor here, and I took some inspiration especially for the card visuals.
Super Smash Bros. Brawl: This game had a "sticker" mechanic where the amount of upgrades you applied to your character was limited by the size and geometry of the upgrades. While the original mechanic was not grid-based and was a bit wackier, this was the inspiration for the crop placement/shape mechanic in Fallowtide.
Pokemon Emerald version: Hear me out! The puzzle design in this game is a little similar to the "walking on ice" puzzles found in Pokemon gyms.
DaFluffyPotato: In addition to being a very prominent member of the PyGame community, this guy has consistently good environmental simulations in his 2D games. The way the crops move was partially inspired by the way he handles grass simulations in his platformers.
Fantasy artists: I looked at a number of illustrations of plague doctors for reference (if you Google "fantasy plague doctor," I probably looked at everything on the first page). I particularly liked this illustration by Lucas St. Martin for the glasses, skull pendant, and lighting.


