Atomicrops is a slightly quirky rogue like where you inherit a modest farm. You balance planting and nurturing seeds during the day with fending off waves of monsters that attack during the night. 3 days makes a season, 4 seasons a year, and I don’t know what happens after that because I haven’t gotten to the end of Year 1 yet. At the end of each night you return to town where harvested crops turn into filthy lucre and you spend said lucre on upgrades so you can keep planting and harvesting and murdering.
It’s quite good although I feel like it might get too hectic for my tastes. There’s a bullet hell element that isn’t that bad in year 1 but I can see where it would ramp up. But planting crops is often something you don’t have a lot of time to do (fortunately you can plant at night; daylight is not a requirement). I keep accidentally uprooting turrets which drives me crazy.
But it’s very fun. The exploration is crucial, as you’ll pick up many in-run rewards that help you along. Literally. In addition to things that power up your stats or give you new abilties, you can nab helpers which keep the farm huming while you are exploring and killing. Or precious scrolls which can do things like dig up ground for future tilling/planting, or plant seeds un unoccupied dirt, or water everything, or provide fertilizer for everything. So0me plants are 1x1 but others are 2x2 (and these potentially yield many harvests over time). Some plantables aren’t even plants (see: turrets).
You start with a 3x3 plot and one of the resources in the game is pickaxes, which allow you to render a square ready for use. In addition to the money there’s also roses, which you can uses to get more powerups from certain folks in town. Cornucopias are the persistent unlock currency (or all I have seen so far anyway). And a weird fleshy pod thing I have only ever seen one use for (I had an option of using them or spending a precious heart - your hp - at a weird alter in a field for a bonus).
The actual farming is simplified; LT does almost everything (it will: dig a square if you have a pickaxe/work the dirt until it’s ready to have soemthing planted, plant whatever the active thing is). Everything needs water but the well is nearby and you water automatically while movbing around doing other things (the range on the watergun is something else, too). LT needs to be held down and you can move (and shoot!) while doing it. This is the part I worry will undo me in the end though. Trying to aim for a specific square with your last pickaxe is a bit troublesome, and like I said I keep uprooting turrets by accident.
Things I’m unsure of:
What are the fleshy pod things for.
Is the ant hill the only persistent upgrade mechanic?
Why didn’t I realize, on my best run, that flight would make the need for repairing bridges irrelevant until late in the run?
Not all powerups get along. I acquired one that was supposed to hoe soil when I ran on it, but wouldn’t you know it I had flight so no running. I like this aspect, as well as the helpers.
But I really like it so far. It’s charming and pretty interesting.