Mow down countless crops and corrupt critters in this chaotic bullet heaven - farming sim crossover! Grow your farm and defend against an onslaught of bugs by crafting a new build each run. Full gamepad and keyboard support is included.

Tip for beginners: Try to focus on buying all the weapon seeds possible on each visit to the MerchAnt.

This is the alpha demo for Pesticide Not Required.

FULL GAME OUT ON STEAM


Create Overpowered Builds

Farm, Fish and Mine


Automate Your Farm With Pets


Give Feedback on Our Discord!

Download

Download
PesticideNotRequired-AlphaDemo-Standalone.zip 104 MB

Comments

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One of the best games i've played all year and that's just the demo, looking forward to the full release tomorrow!

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I just played the Steam demo and I had so much fun playing it! This was a fun introduction to the game and I'm looking forward to the full release! 

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Fantastic game, beautiful art too. Well done!

Much appreciated!

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Fantastic game gents, a ton of fun, looking forward to the full release!

❤️

i can only do browser ;-;

(+1)

very nice game although my computer dies on day 12

Thanks! Oops, is that on browsers? Standalone build should be smoother

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very good game, however, id like to ask, will the full game come out in itch when its finished, or is it gonna be free on steam (ignore the fact that there are no questionmarks lol)

(1 edit) (+1)

It'll be available on Steam, but it won't be free (it will be very reasonably priced, though). We want to keep making games together and ideally have it be our full commitment, which is only possible if we make enough money unfortunately. Glad you enjoyed the game!

(+1)

MORE UPDATES PP

👀

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Nice concept, art style, and music, and easy-to-understand mechanics. Enjoyed the game overall! 

Glad to hear you enjoyed the game! Thanks for recording your playthrough, that gives us some new insight!

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The game was super fun! I did one run on both web and the executable with no real bugs to speak of except there was one small issue on the web version with the music turning off completely when I lowered the volume. The weapon seed system was also a little confusing at first but then I understood what was happening after I acquired my first extra weapon. Overall, the game is designed really well and I can't wait to see how the game evolves after release.    

Thanks so much, glad you enjoyed! Definitely going to put some thought into clarifying/tutorializing weapon seeds better, thanks for the feedback

(1 edit) (+2)

I played the game through the downloadable version (the browser version is bugged for me), and it's great so far! I made it through about 10 days, and used both the auto-aim and auto-planting. I tried manual aiming and planting a bit too, and they both work fine. I think I prefer the auto settings, but I never did a long playthrough with manual only.


I really like the game! I don't typically play games like this, but I understood it pretty quickly. The art, music, and sound design are all great too! Speaking on the difficulty, things seem pretty well balanced from what I played. There aren't many reliable healing options though (at least from what I saw), so I don't know how steep the difficulty curve is. But outside of all that, I don't have any complaints gameplay-wise. The team did a great job!

Just to end things off, the menus appear to be a little glitched. If you open the settings menu while in the shop, the shop buttons that aren't covered by the settings menu can still be interacted with. Also, if you hit 'quit' from the field/game area (which prompts you to exit the game), the game just kills you and puts you in the house (exiting the game from the house works). And if you open up the tutorial from the settings menu it will just throw you back into the game when it's finished instead of back into the settings menu (I don't know if this was intentional, but it was something I noticed). Outside of these issues, I didn't encounter any bugs in the game area itself, so everything looks pretty stable.


Keep up the great work! I'm looking forward to seeing what the final game is like!

I appreciate the detailed feedback! Was there anything you noticed in particular that was causing the browser version not to work?

The menu stacking is a bit awkward, but the lower priority menu shouldn't have anything selectable with keyboard or gamepad controls, and on mouse can be hovered but shouldn't be clickable. If that's not the case then I'll have to give er another look. The other menu-related things are intentional/known, but I agree with how they could be confusing, will do some thinking to see if it can be done a bit more intuitively.

Glad you enjoyed it!

(3 edits) (+2)

The browser version looks like this when I try to run it (see below).


The colliders for the buttons appear to be in the right place (as-in, they're where they would be if the game filled the whole window), but the game screen itself is smaller than the space it's supposed to occupy. The "Made in Unity" intro is at the proper screen size/resolution, but the game itself looks like this.

I was able to get past this screen and set the game to full-screen, which fixed the issue. However, when I changed the resolution to something else, it screwed it up again. If I had to guess, I think there's something changing the resolution in-game from what it's default is in Unity, which is causing these issues. Maybe you have a line of code somewhere that's manually changing the resolution at the initialization phase? I've done that before, and run into similar issues.

I recommend disabling in-game resolution adjustment for your browser games, because it tends to cause problems when integrated with Itch.io. The full-screen option works fine, but any other resolution change causes problems in my experience. I don't know if this is just an Itch.io thing, or if all browser players have this issue, but that's just what I do.

Gotcha, thanks for the info. Not sure why it happens but for some it's fine and for some it does this. It's some funkiness with Unity's pixel perfect rendering trying to tie down the resolution to specific increments, got it working for each of our team member's, but there must be an edge case there still :/

(+2)

Really nice game. I too didn't understand the weapon seeds at first but after reading a comment about it and after some time i figured everything out and it was really fun. Both prices and enemy spawns were pretty well balanced. The pets and upgrades add another layer of complexity but that is good imo. When i died really far into the game i hoped there was some kind of revival system because it felt like i have come so far (maybe that the point is to try keep going but still). Well done.

Really glad you liked it, thanks for the feedback!

(+3)

nice game. took 1-2 runs to realize that you can plant new weapons to become stronger. thought it was only upgrades. love the art early-mid game difficulty scaling is good. maybe the mud weapon is strong and late game is easy? more opportunities to microstrategize between run/fight/heal/resources would make this awesome. not sure how to pull that off tho.

Thanks a ton for the feedback, gonna take note and think about how to approach tutorialization better for weapons! More room for dynamic gameplay strategy would be great for sure. I think more, unique upgrades and character traits in the future will help move in that direction a bit, at least in different scenarios, but I've got more thinking to do to see if it can be applied more broadly