Véia Defense: Aliens Attack by Arthur Silva
In a beautiful day, while taking care of her garden, Dona Véia is attacked by Aliens, from another universe willing, to steal the apples from her beautiful Orchard.
In a life-and-death battle, Dona Véia will have to defend her Orchard from invaders who will spare no effort to return to their planet with the best apples.
Grow your Orchard, taking all the little plants to this. Destroy the Aliens and prevent them from stealing apples. GO!!

Madpix Game Studio is formed by:
- Arthur Silva - Game Designer
- Arthur Mask - Artist
- Denner Bougo - Programmer
- Joseph Andrew - Sound Designer

- Website: https://madpix.com.br
- Facebook: https://www.facebook.com/MadpixGameStudio
- Twitter: https://twitter.com/madpixgs
- Instagram: https://www.instagram.com/madpixgs
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| Youtube | https://madpix-game-studio.itch.io/veia-defense-aliens-attack |
| Original URL | https://ldjam.com/events/ludum-dare/46/veia-defense-aliens-attack |
Ratings
| Overall | 427th | 3.85⭐ | 22🧑⚖️ |
| Fun | 345th | 3.786⭐ | 23🧑⚖️ |
| Innovation | 1691th | 3.048⭐ | 23🧑⚖️ |
| Theme | 735th | 3.881⭐ | 23🧑⚖️ |
| Graphics | 245th | 4.333⭐ | 23🧑⚖️ |
| Audio | 74th | 4.2⭐ | 22🧑⚖️ |
| Humor | 484th | 3.525⭐ | 22🧑⚖️ |
| Mood | 747th | 3.65⭐ | 22🧑⚖️ |
| Given | 18🗳️ | 19🗨️ |
Either way this is a super solid and fun game! well done!
I often struggled to guess both attack and damage distance to enemies though, as well as recovery time of the shovel swing. I also noticed that you move faster diagonally, which was probably not intended and due to non normalized movement direction vector :)
What struck me immediately as a thing I would do is that when carrying the bag of tree growy thingy, I would put it physically in my character's hands, so it could not attack and carry the bag at the same time. This way it would not only indicate that you already carrying one bag much better than in the UI panel, but also it would add another depth layer and increase difficulty in terms of decidion making, which is alawys a good thing, according to people of the internet :) But that's a design decision so that depends on what game you want to make.
It seems that we both went the kind of same-ish way when tackling the theme. We actually did a lot of decisions (like the four way movement only and some AI behaviour) just to avoid some pathfinding and other AI difficulties like enemies getting stuck behind the wall (which happened to me a few times when playing your game). Maybe consider that next time, pathfinding is better avioded in tight schedule :)
I very much like the hero of your game as well as graphics in general, it feels really refreshing and positive! Also great you managed to do pretty good menu, adds a lot. Overall there were some minor issues that bothered me (see above) and I could handle a bit more preassure, but still playing your game was very pleasing and fun experience! Thank you!