Garden of Death by Flawed_Gamer
You're a reaper who is trying to grow an immortal garden to impress your reaper crush. Buy different plants that each have a unique ability to help you grow that giant rose.
This game was made for Ludum Dare 50 as a Compo.

Ratings
| Overall | 240th | 3.554⭐ | 30🧑⚖️ |
| Fun | 389th | 3.179⭐ | 30🧑⚖️ |
| Innovation | 226th | 3.5⭐ | 30🧑⚖️ |
| Theme | 363th | 3.536⭐ | 30🧑⚖️ |
| Graphics | 181th | 3.768⭐ | 30🧑⚖️ |
| Audio | 270th | 3.286⭐ | 30🧑⚖️ |
| Humor | 151th | 3.404⭐ | 28🧑⚖️ |
| Mood | 218th | 3.429⭐ | 30🧑⚖️ |
| Given | 26🗳️ | 34🗨️ |
The gameplay idea is very addicting, but unfortunately I had the feeling that the game needed some more tweaking. I played around with different strategies, but almost none of the available plants seemed to lead to success. I couldn't figure out what the light flower does, the soulcatcher was not worth the effort, since I was happy with my manual hit rate. The plants that increase soul count and speed seemed too much of a hassle to keep alive to offset the loss in funds I incurred when growing them.
So I basically adopted the strategy to exclusively grow sunflowers, one at a time. Since a grown sunflower only gives a price cut once they mature, I would simply let them die and plant a new one. This together with setting the soul speed to high was enough to carry me through the game.
It's a pity because with a little more balancing I think this could have been very addicting. It already was motivating enough to let me finish it though, so all in all, good job!

If you're interested, I found three technical issues:
1) Whenever I pick a seed, there is a music hiccup. For some reason this does not happen with the other resources.
2) The symbols sometimes appear behind the plants which makes it very difficult to find out what they need. In some cases you can only see a single pixel poking out somewhere to assume that you need sunlight.
3) More a design choice really, but it might have been a bit more user friendly to allow changing items even if you have one in your hand, instead of going through the detour of putting it in the trash.
But with some balace tweaks I see this game in my Steam library easily
That said, it took me awhile to figure out what was going on, and the pacing seems a bit fast. I wasn't ever able to get more than a few plants up and running before they'd die. Didn't get to see the benefits of using them :(
Great job overall.
(Next time, think about all these countries which are not using it please :o )
The font dont match the rest of the game, maybe you planed to put a pixel-style font and the exportation on a Web format didnt get it ?
The music is nice, I would like to have it in the main menu.
I would liked to "cancel" the fact I have a seed in my hand by pushing an other button, I see why you put a "trash" button, but this added a button for nothing if you had made something like I described.
The game is a bit complated only because of this point I think.
Writing the command aside of the event would have be great because in lower right corner, I see "Water"/"Wind"/"Sun", and in the control menu I see "Water"/"Sun"/"Wind" for A/S/D >.> , so I was a bit confused.
It's impressive it was made by only one person, good job to you ;) !
Another thing I will add: it is too dark. Like, It is hard to see the plants needs, because they are all the same general hue of the ground. A more 'vivid' depiction of the UI will make it a lot easier to see
* Put the hotkeys next to the elements in-game -- I forgot the hotkeys for the trash can, for example, because I didn't need it that much, and having to click a button with the mouse in this game can be a guaranteed ghost loss, at least on a laptop trackpad
* Make the missing resources for flowers more visually and auditorily prominent -- they're easy to miss since they're dark against a dark background
* Allow the user to click on a flower and auto-buy the resources it needs, instead of needing to pick them one-by-one (this would definitely change the time management aspect of the game, though)
As from the technical part, I agree with some of the comments above. The visual cues for flowers' needs and hotkeys could've been reworked.