Block Farmer is a physics-based idle game where the goal is to amass as many points as possible by pushing blocks into the void!
-----------------------------------------------------GAMEPLAY-------------------------------------------------------------- Block Farmer is really simple! Just use your mouse to push the blocks into the void for points! Spend those points on upgrades to make the process faster and more lucrative. It's that easy!
Ethan Wake Level 4
So incredibly addictive. You drew me in with that one block, and kept me playing a lot longer than I'd planned haha.
Tydecon Games Level 16
It is a brave move making an idle game in a jam where people don't always invest the most amount of time in to playing a game but you got the balance of addiction perfect to draw people in for more - there's something so satisfying about watching the numbers crawl up to begin with then rocket up as time goes by! The only thing I'd like to see (unless the option is there and I'd missed it), is the option to turn the sound off so I could keep playing this more, but it's a fantastic game and hit the addiction receptors just right, you've done a great job with this one! :)
BreadClip Level 6
How did you addict me so fast. How? This is one of those games that sneaks up on you, like a crack addiction. My monkey brain wont let me stop!
Zandy Level 5
Stinky, evil idle game! Give me my time back! >:D Seriously, though, nice work! I can see this minimal format working great on mobile devices. I know getting collision sounds to work nicely with physics is tough, but you've achieved a good balance between feedback and eardrum health. Nice!
SpritePainter Level 12
Ok, a lot of my feedback is basically just what other people have said. I've played far too much of this already and it is quite fun. Most changes I would make right away are just quality of life features like mute and keeping the menu open.
One thing I would like is an indicator or more visual feedback on the range of your click effect. It felt very ambiguous at first, and a simple circle around the cursor may have helped.
Also, at first it can be hard to tell which buttons do what in the upgrade window. The whole thing is a bit cramped and figuring out which button coresponds to which feature takes time and can be frustrating when you're trying to be effecient. I would have separated the upgrades a bit, and given each one a unique button icon that depicts what the upgrade does. Finally, I would have like to be able to activate upgrades with hotkeys, like 1-5 or something.
As I said, I've played this way too much and in the later game some additional issues pop up. Over about 5 or 6 block amount the game really starts to lag for me whenever a new wave is generated. Numbers also seem to get wonky when you're in the billions, as I have seen my score increase to something like 7.9 Billion, then jump down to 7.1 Billion without me doing anything.
Back to the ui though, when the numbers get big it can be very difficult to tell how many digits there are to get an upgrade. I've found myself spending a lot of time trying to count digits to figure out if something is 16 million or 1.6 billion prestige to upgrade. I think you could just use the same simplification notation that you use for the score in the upgrade window and it would be 100x easier to navigate.
All of this said, very very well done making an engaging and rewarding game that only really starts to crack after hours of play. This feedback comes from a place of appreciation.
Thanks for the great feedback!
I want to specifically point out that the wonky numbers are just a string error and that you aren't losing any points. Whenever the game is drawing 1.5 B to the screen, for example, it draws how many billions you have and then it's supposed to tack on how many 100 millions you have. What actually happens is that the player doesn't always have more than 100 millions of points. The player can have 90 million points and that would be displayed as 0.9 B just like 900 million would be displayed as 0.9 B.
Other than that, I have full intentions of fixing up all the general issues and releasing a post-jam version of the game. The 1-5 hotkey upgrade suggestion was a new idea, though! Nice!
Jackaroo Level 5
I didn't think much of it when it first started with just 1 block. But it's now taken me 40 minutes to pull myself away from it just to write this feedback. I know I can leave the auto click on....but I want to click myself.
Actually my one criticism of the game is related to the auto clicker. I feel like there should be a mute option to stop the sound effects. I really like the clinking sounds when the blocks hit the base but It would be nice to mute it while I'm doing other things in the background. I mean I can turn the volume down manually in my volume mixer but would've been nice to have an in game way to do it.
Still that's a relatively minor complaint. Other than that the game is way too addictive and I can't stop coming back to it to purchase more and more upgrades.
Quentin Van Deutekom Level 4
So I played this for much longer than I thought. It's actually open right now with autoclick on so I can write the feedback. I really like the game & the gameplay loop with the prestige system. My only suggestion would be for an option to leave the menu open whilst clicking so I can get through the early upgrades quicker.
Yozoraki Level 3
These games were my childhood, but I do my best to avoid them now that my time is actually worth something. Nevertheless, I will make an exception this time and play in between other jam games because it is really good. It's clearly made by someone who understands the best parts of an idle clicker. The upgrades are unique and the clicking is relaxing and satisfying. Well done
Brian LaClair Level 6
This was a fun one! Can't believe how much time I actually spent playing this...
The clinking noises (and the noise the upgrade menus make) are great. Good job!