REVIEW: FarmFury!

Weighing in at just over forty pounds of quirkiness and furriness, FarmFury! ($1.00) finally answers the burning question of what people in the ‘old days’ did to settle farmland disputes. If you thought they dressed up as animals and then threw mice and cows at each other, all Tower Defense-like, until only one man-imal’s farmhouse was left standing, you would be one hell of a disturbed chap, and you’d be correct.

The game’s anime-style characters are merely window dressing to be pitted against each other, as there is no overall plot or story to follow. Whether or not you’d actually want to learn the backstory of someone named ‘Froggy’, obviously dressed in a frog costume, is a matter of preference (…I kinda would), though the lack of any overarching cohesion between the combatants, or why they’re fighting, means all you’re left with is the Tower Defense part.

And that aspect is rather plain and undercooked. TD games are known for their overly-complex setup and steep learning curve, sometimes dumping obscene amounts of knowledge and rock / paper / scissors formulas onto your plate, then trusting you to sort it all out. FarmFury! is the exception to that rule, giving you only two units, mice and cows, to play both offense and defense with.

FarmFury! - Screen

Rodent problem? Should’ve used d-Con.

As you’d expect, the mice multiply more quickly, whereas the cows are slower to spawn, but pack a bigger punch. Both units can be upgraded a handful of times, and, in a novel approach, everything is bought with the ‘gore’ you and your opponent vacuum(!) up. Yes, finally, we have an in-game economy funded entirely by the viscera of dead animals you Hoover-suck off the battlefield! This injects a little extra strategy, as well, since you’ll need to be proactive to earn cash. It can also turn the tables in a match, as a losing opponent will obviously have much more ‘gore’ on their side of the field to build with.

Unfortunately, all the blood and guts and cat-eared ladies in the world can’t be a substitute for shallow gameplay. Each character carries his or her own ‘special move’, such as the ability to heal units or slow down the unit production of an opponent, but it’s just not enough to maintain a lasting interest when so little differs from match to match. The novelty fades quickly, as once you’ve sparred with the AI or against a friend locally, you’ve seen all there is to FarmFury!

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19 thoughts on “REVIEW: FarmFury!”

  1. Aww, darn. From that title, I was hoping this was going to be a gritty FarmVille remake. Tell me that wouldn’t be great! Maybe you could go and torch and pillage other farms? Break other farmers’ kneecaps? Post death threats on your family’s walls, threatening to kill them if they don’t pay up? I’m just spitballin’ here!

    1. You are an absolute bundle of sunshine, sir! Do any of your ideas or stories end happily?

      …Eh, who am I kidding. It’s dark, disturbing, and wholly objectionable. I love it!

    2. Pssh, happy endings are for people who don’t have the guts to grab people by the lapels and tell them, “God is dead, which is yet another trait that he shares with your kitten!”.

    3. Oh man, I’ve been laughing for five minutes now. 🙂 I have been needing something to yell at Kindergarten-aged children when I pass them on the street, and you, you have given me this wonderful gift! I thank you!

  2. Wasn’t sure whether this is appropriate place to write this but thanks for taking time to write this review Tim. The feedback from the review and comments made in this post was definitely worth seeing and OMG Super Cosplay War!?

    1. No problem, Kenji. It wasn’t a bad game, just kind of bare and low on variety. It’s good to know the feedback will be helpful. 🙂

      Admittedly, I haven’t heard of Super Cosplay War before today, but it looks like a good Mario / Street Fighter hybrid. Best of all, it’s free!

  3. OMG those giant mice are a sign of the apocalypse!!! Game actually looks interesting but a little to simplistic in the strategy department as I think you pointed out. This could have been avoided with more “man-amils” at your disposal with different attributes. Like let say Pigs that don’t attack but only spawn at a very slow rate and set up a wallow as a defensive position only or something like crows that can fly over the ground animals so you could have the battle fought out on both the ground and the air. Anyway I’m gonna pass on this due to the age old issue with some indie games. It’s not fully fleshed out! <===see what I did there? LOL

    1. Damn, those are really good ideas for new units, especially the aerial tactics that crows would bring in. You’d have to find a counterweight for them, of course, but solid ideas!

      Giant mice ARE creepy, unless you’re the one controlling them…. *maniacal laughter

      It’s strange that it’s so bare, too, as I was finding old videos of the game being submitted to the Dream.Build.Play competition… in 2011:

    2. Oh I like that they actually look like body parts that are being vacuumed up. Almost looks like in some ways the version they put out is a step back from what was submitted to the competition. I wish I had time to learn how to program these games then get in touch with some of them and buy their work and tweak them to make them good to great games. Oh, I’m so full of myself this morning but it seems possible.

      I think it has been said before but they really need to get lots of input from other people and there are people like me out here that would be willing to give honest critique. To many of them use friends and sometimes friends will only tell you the good things. There needs to be a site that could put people willing to play test and indie developers in touch with each other.

      I think I ate to many Wheaties this morning. Full of all kinds of ideas. LOL

    3. That’s why I always fall back on the line that ‘Game development is hard’. Having an idea is one thing, and I’ve got a handful of ideas myself, but actually sitting down and programming, building something from absolute, literal scratch… that’s incredibly hard. Picture yourself trying to put something like Bleed, or One Finger Death Punch, together, and it’s a pretty big task. Scary, in a way.

      On the flip side, if you ARE going to undertake something like game development, yeah, I don’t know why more Devs don’t enlist as many people as possible to play their game and give feedback. XBLIG isn’t exactly a career choice for most people, so I see the lines ‘Well, I just wanted to make this game I had an idea for’, or ‘I’m not trying to win any awards’. That’s fine as well. The story is different for every developer and game.

    1. Your remark “don a costume” gave me another idea. How bout some CosPlay Wars?

      OK I’m done with the ideas for now! 😛

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