Dang Crows! by Jason Wilson

Those Dang Crows are at it again!
It's a hard life being a scarecrow! Protect the farmer's crops from pesky crows and other annoying pests. Bounce on your poll and fight off those varmints with whatever weapons you can find! Level up by kill pests and earn new weapons and upgrades. Don't let them get too many of those crops or you'll be feed for the crows!
Dang Crows is an arcade style, survivor-like where you are tasked with protecting the farmer's growing crops.
Objectives
- Fight off the crows, rabbits, and ground hogs with your weapons
- Collect the crops before they are destroyed
- Lose 6 crops and it's game over
Controls
Movement Left: WASD / Arrow Keys
Aim: Mouse Cursor
Throw Stones: Left Mouse Click
Note: Best played in fullscreen!!
| Link | https://github.com/jasonwrwilson/LD52 |
| Link | https://thirtydaytrial.itch.io/dang-crows |
| Original URL | https://ldjam.com/events/ludum-dare/52/dang-crows |
Ratings
| Overall | 154th | 3.5⭐ | 31🧑⚖️ |
| Fun | 115th | 3.586⭐ | 31🧑⚖️ |
| Innovation | 213th | 3.172⭐ | 31🧑⚖️ |
| Theme | 138th | 3.776⭐ | 31🧑⚖️ |
| Graphics | 244th | 3.138⭐ | 31🧑⚖️ |
| Audio | 188th | 3.052⭐ | 31🧑⚖️ |
| Humor | 83th | 3.321⭐ | 30🧑⚖️ |
| Mood | 173th | 3.25⭐ | 30🧑⚖️ |
| Given | 28🗳️ | 35🗨️ |
Maybe add more polish and juicy?
I made the upgrade Window big so there'd be lots of room to read each upgrade description. I noticed the issue with the accidental presses as well. It used to be much worse because I had the entire upgrade description area as a button, so making a smaller button was a compromise. I'd have to give some more thought as to a better solution so the game is very clicky.
The bounce audio was intentionally over the top, since the game is a bit silly. I'm glad you liked it.
@enzo-dufour
I really enjoyed Vampire Survivors as well. Believe it or not I had set out to make more of a tower defense game, but on a whim I decided to allow you to move the scarecrow and it evolved into more of a survivor-like. I had lots more ideas for enemies and weapons, but they unfortunately didn't make the 48h time limit.
Thanks for playing.
I unfortunately didn't test it in the web player until the submission hour so didn't notice it didn't scale properly. It definitely plays better in full screen.
I'm glad you enjoyed the game.
@ben-burnes
I'm happy you liked it. I tried to give it a bit of escalation in intensity, so I'm glad that worked out. Thanks for playing!
@upcharlie
Unfortunately it doesn't scale well in the little web player window and works best if you full screen it. I might look into patching that, since it's an annoying bug.
@deepfreeze
The UI scaling is an unfortunate bug. I think with all the feedback it's getting I'll definitely need to address it with a patch. Music is not my strong suit, so the track was just some random notes I put into a midi editor that kinda sounded good. Last Ludum Dare Compo I did didn't even have audio so I figured it was a step up!
Thanks for playing. I'm god you liked it.
@iminsoftware
I'm glad you really enjoyed it. Having more progression with more weapons and more enemy types is definitely something I would've liked to have added. I had plenty ideas but they had to be cut due to the time constraints.
* The music was simple, but effective.
* I liked the grid-based movement.
* The loop just generally felt good.
I did feel pretty overpowered, but that was also part of the fun. Maybe some kind of limit on your stones. Possibly range, or maybe something where you have a limited amount and have to pick up refills from around the field?
I'm glad you had fun and I'm glad you liked the hopping sound. That was the first sfx I put in and I felt like it really helped the game come together.
@paulstraw
Thanks for the great feedback. The stones are definitely overpowered to the other weapon choices. It's funny with these types of jams, very often the first set of balancing numbers are the final ones. :) If I were to continue to work on it, they'd definitely need to be rebalanced to make them effective, but not TOO effective.
@euske
Thanks for playing. You're not the first to mention that the game felt a bit slow. I didn't want the intensity to ramp up too fast, but I may have erred too far in the other direction. Thanks for the feedback.
Thanks for playing! There were more animals and weapons that unfortunately didn't survive the cutting room floor, but I'm glad you enjoyed the variety that made it in to the game.
@fnelix
The movement is a little slow. I had planned on adding a movement speed upgrade, but it unfortunately didn't make the cut. I'm glad you appreciated the art style. Art is definitely not my strong suit, so I was really happy it turned out as well as it did.
@froissant
It was certainly a challenge to get it all done. I kept to a pretty strict schedule as to how much time I could spend on each component. I also often went with a first draft on many things to keep moving forward, which was tough for me since I tend to be a bit of a perfectionist most of the time. Thanks for playing.
I had a lot of xp that I couldn't reach around the sides and the bottom of the screen, but that was a very minor issue. Also, as it gets later, I think you could ramp up the enemy spawn rate even higher. Because while I was saying "Dang Crows!" at the beginning, the enemies were definitely saying "Dang scarecrow!" by the end.
Great work :D
Thanks for playing! It does get a lot more interesting when you get more upgrades to play with.
@xfinktion
The sprinkler increases the growth rate of the crops. It's the last weapon I added so it had the least amount of thought / balancing put into it. I think to make it more worthwhile the crops would need to grow more slowly. I also contemplated adding a damage component to it as a kind of continuous AOE type damage.
The ramp up could definitely go much higher. I literally put the any semblance of progression in in the last 20 minutes of compo. Before that it just spawned enemies at random on a fixed interval.
@ipsl0re
Thanks. I really like how it forces the player to have to try to multitask and pay attention to multiple locations on the field at the same time. I'm glad you liked it.
I hear you on the slow movement side as I've been getting a lot of feedback on that. I really wanted to include a movement speed upgrade and it looks like it would've been a good call. I'm glad you liked all of the bonus upgrades. Thanks for playing!
@sillyman987
I'm glad you liked it. Thanks for playing!
Thanks for the compliments on the pixel art and music. I'm really happy with how they turned out. The style of movement was more of an answer to the question of "how would a scarecrow move" than anything else. It also felt suitably retro since I could totally see an Atari era game going with that kind of movement.
Holding down the mouse for auto-fire would be a good call. It would also reduce the chance of misclicking the upgrade UI.
Thanks for playing!
@vidarn
I'm glad you liked it. I was really happy that the game does really offer you a lot of choices without any clear right answers. Thanks for playing!
Congratulations !
Autofire is a pretty good idea. It would definitely make the game a lot less of a click fest. I'm glad you enjoyed it. Thanks for playing.
The mole is the final enemy in the game. I had ideas for a bear and a swarm of locusts, but they didn't make the cut in time. The music loop is admittedly short. It was my first time trying to compose any sort of music and with the time pressure of the competition I just went with the first thing that sounded halfway decent. I'm glad you had fun with it! Thanks for playing.