Raiders of the Rural Realm by SpiRiTs
You play as a Farm Boy in a Fantasy World that is tasked with defending the Sacred plants that will save the Lands. Keep them alive at all cost, there are feisty foes nearby.
Gameplay:

Controls:

Made By: - Eduardo Perez - Michael Luck
Ratings
| Overall | 774th | 3.68⭐ | 52🧑⚖️ |
| Fun | 1193th | 3.337⭐ | 51🧑⚖️ |
| Innovation | 2127th | 2.776⭐ | 51🧑⚖️ |
| Theme | 1081th | 3.724⭐ | 51🧑⚖️ |
| Graphics | 378th | 4.219⭐ | 50🧑⚖️ |
| Audio | 493th | 3.667⭐ | 50🧑⚖️ |
| Given | 38🗳️ | 77🗨️ |
I tried to play with the keyboard and could figure out how i could attack.
After I tried the controller it worked like a charm :)
I like the hurt animation of the babydragons :smile:
If this game had music this would have been one of the best games i played so far in this jam.
Special attacks and benefits for survival would be cool but I'm blown away with this as is.
Good job ;)
My only real complaint is that the attack range seems very small and the cooldown when you miss is pretty punishing given how quickly the enemies cover ground. With a little tuning, it would be pretty solid though. Impressive how much you got done in the time limit regardless.
Thank you @amazura, we actually have sprite sheet done during the Jam for hearts dropping from grass when destroyed, but unfortunately we couldn't implemented that feature in time for the Jam. Again Thanks a lot for the feedback, its pretty much appreciated.
@amazura I think that is a very valid complaint. The bushes where planned to be destroy-able and drop hearts.
@perpetuummobile Thanks! As mentioned before, we ran out of time and tried to make what we had as interesting as possible with the limited mechanic we could implement.
Greato Jobu! :smile:
I like this attack type. It give some more brain work and kind of "aoe".
And dragon is very cute))
@natasza Thank you so much for playing! :)
@tanapat To be honest, we didn't think people would want to replay it at all, right away. We noted this.
@darthnumbers Thanks a lot! Had I had more time, I could've made better sounds and music but overall for 1 hour of work I do like the music and sounds quite a bit! :)
@keppu Haha that is awesome! That was the wanted reaction towards the Dragon :)
Trying again...

There is an end currently?
1 - Mecânicas, Aprendizado e Fluxo:
A implementação das funcionalidades ficaram muito interessantes.
Aparecerem novos inimigos é algo divertido de confrontar (vi de três tipos: slimes, dragões e goblins).
Como já mencionado (e eu concordo), levar dano por simplesmente encostar nos inimigos tem sido uma penalidade desconfortável (especialmente se acabaram de ser atingidos, então minha sugestão seria dar um tempo sem gerar dano após as slimes dividirem e após os outros inimigos serem tonteados).
A colisão da cerca parece um pouco ruim, então eu penso que poderia evitar danos através da cerca ou daria uma olhada com mais calma sobre isso.
Seria interessante se tivesse pontuação (assim poderíamos acumular pontos e comparar). Digo isso porque não entendi se há um final, então ao menos comparar scores seria algo válido e geraria movimentação/desafio.
Quando avanço sobre os limites do estágio, eu não consegui causar dano ao goblin, mas ele conseguiu causar dano a mim (não sei se isso é um bug).
Deixaria o personagem um tempo um pouco maior invulnerável (pois há momentos que se perde muitos corações seguidos).
Tirando isso: as mecânicas ficaram muito interessante e divertidas. :) Gostaria apenas que fosse possível pular a introdução (ao menos depois da primeira vez).
Sobre aprender a jogar: leva algum tempo (uma a quatro mortes), mas vale a pena.
O fluxo de jogo me pareceu bom também, conforme aprendia, o desafio crescia (e com ele a imersão) enquanto minha ansiedade diminuía (por não estar conseguindo jogar bem).
Se tiver um fim (para wave ou estágio), creio que seria ainda mais divertido (deixe-me saber se houver algo do tipo, na HUD não pude perceber isso.
2 - Gráficos, Áudio, Narrativa e Polimento:
Os gráficos ficaram muito bons para tempo de Ludum Dare.
O áudio ficou bom também, senti falta de alguns efeitos sonoros (coletar coração por exemplo).
A narrativa tem uma introdução bacana, mas sinto falta de um fechamento ou desenvolvimento narrativo (talvez não seja o foco, e talvez não caiba fazer algo desse tamanho em tempo de game jam).
3 - Cultura:
O jogo me fez lembrar de jogos feitos em Game Maker e em RPG Maker, além de jogos como Harvest Moon (e similares), além de beber da fonte de jogos de proteção da base (em diversos níveis).
Nesse sentido, é possível encontrar interessados no jogo em diversos nichos de jogadores (e ir além, como há temática envolvendo plantação).
Creio que uma continuidade do projeto permitiria (a depender de como fosse feita) avançar ainda mais sobre uma narrativa que chamaria mais atenção cultural.
4 - Monetização:
Se for um jogo com propósito mais claro, ou mesmo score, creio que poderia vender no Steam ou no itch.io (ou stores similares); especialmente com um preço acessível e com possibilidade de relacionar de forma comunitária (ranking etc).
1 - Mechanics, Learning and Flow:
The implementation of the features became very interesting.
The appearance of new enemies is something fun to confront (I saw three types: slimes, dragons and goblins).
As already mentioned (and I agree), taking damage by simply touching enemies has been an uncomfortable penalty (especially if they have just been hit, so my suggestion would be to take a break without causing damage after the slimes split and after the other enemies are stunned ).
The collision of the fence looks a little bad, so I think I could avoid damage through the fence or take a more relaxed look at it.
It would be interesting if it had scores (so we could accumulate points and compare). I say this because I didn't understand if there is an end, so at least comparing scores would be valid and would generate movement / challenge.
When I stepped over the stage limits, I was unable to damage the goblin, but he did damage me (I don't know if this is a bug).
It would leave the character a little longer invulnerable (because there are moments when many hearts are lost in a row).
Other than that: the mechanics were very interesting and fun. :) I just wish it was possible to skip the introduction (at least after the first time).
About learning to play: it takes some time (one to four deaths), but it's worth it.
The game flow seemed good too, as I learned, the challenge grew (and immersion with it) while my anxiety decreased (because I was not able to play well).
If there is an end (for wave or stage), I think it would be even more fun (let me know if there is something like that, at HUD I couldn't understand it.
2 - Graphics, Audio, Narrative and Polishment:
The graphics were very good for Ludum Dare's time.
The audio was good too, I missed some sound effects (collecting heart for example).
The narrative has a nice introduction, but I miss a narrative closure or development (it may not be the focus, and it might not be possible to do something this big in game jam time).
3 - Culture:
The game reminded me of games made in Game Maker and RPG Maker, as well as games like Harvest Moon (and similar ones), in addition to drinking from the source of base protection games (on several levels).
In this sense, it is possible to find people interested in the game in different niches of players (and go further, as there is a theme involving plantation).
I believe that a continuity of the project would allow (depending on how it was done) to advance further on a narrative that would draw more cultural attention.
4 - Monetization:
If it is a game with a clearer purpose, or even a score, I believe it could sell on Steam or on itch.io (or similar stores); especially at an affordable price and with the possibility to relate in a community way (ranking etc).
I liked the graphics very much. The animation for each character is awesome and the music/sounds are also great. One of the best entries in terms of completeness, since you aced accross every category.
You seem to work well together, so I hope in your next entry you can challenge yourselves to do something out of the ordinary. Sure you would be great, since you nailed this simple game with such attention to details.