I’m looking for some playtesters for a farming simulator I’ve been scripting. I’m mainly a programmer, so I’ve been focusing heavily on the backend and economy systems, and I’d love to get some fresh eyes on it before a wider release.
What is the game?
The game is built around a deep farming loop. You can plant and harvest 7 different crops, which have various growth stages and rare mutations to look out for. Aside from the core farming, I’ve scripted in tool and bag upgrades, a pet hatching system, crafting, minions, trading, tool upgrades. There is also a rebirth mechanic and seasonal farming contests.
What I need feedback on:
Since I focus purely on scripting (I don’t do the 3D modeling or building), I’m really looking for feedback on how the game actually feels to play. I would highly appreciate your thoughts on:
First join impresion
The economy balance: Do the coin earn rates feel fair compared to the upgrade costs?
The pacing of the core loop.
Backend reliability: Let me know if you experience any data saving or trading issues.
General performance and if the UI feels responsive on your specific device.
Feel free to drop a reply in this thread or send me a DM. As a huge fan of farming sims outside of Roblox, I want to make sure the mechanics here are genuinely fun and solid. Any feedback, positive or negative, is highly appreciated.
The game was fun and felt fairly well made. It’s not really my type of game, but I know some people who enjoy this genre. It was nice meeting you in game!
Here is what I felt like should be improved with the most important first.
The game is too complicated and has too many features. There are pets, rebirths, levels, levels for each seed, and a lot of NPCs in the hub that felt overwhelming to me. I recommend reducing at least some of these. In addition, you can hide these to new players and reveal them as they are introduced.
The UI is inconsistent and scaled improperly. There are at least 3 different competing styles of UI. Some buttons and text were tiny and some things were going off the screen.
Upon joining, I immediately noticed the massive, cluttered side bar of at least 10 buttons, plus more that don’t fit on the screen. Try to condense this somehow; it’s very attention-grabbing in a bad way.
Most text, notably in tooltips, is extremely small and hard to read.
The harvesting tool was very unreliable and I often had to re-equip it for it to work.
Progression felt too fast. I could buy hundreds of the next seed as they were unlocked without spending much time (even before you joined and boosted progress).
The selling UI is unintuitive. Make Sell 1, Sell All, and Sell Custom % buttons instead of selecting an option then pressing a button. Make the Sell Inventory button more noticeable.
The top buttons overlap when hovered over. Add more spacing between them.
Harvesting is draggable, but not planting? Make it so I can plant by dragging the mouse and holding mouse1.
Make the plant tool default to whatever seed was last selected. I accidentally planted wheat several times because I assumed it would save my selection.
The NPCs in the hub had significant delay before I could interact with them.
Stop highlighting harvesting and planting once the player reaches a certain level. I found it a little annoying after the first couple times.
Pressing “Sell” does not make the middle button return the player to their island upon the next press, but instead teleports them to the hub they are already in.
I don’t think the net and pests were ever explained, unless I missed it or it’s introduced later on.
Button hover animations should always have the button expand from the center, not from the side. This was a noticeable issue in the Quests menu.