Bee Happy Harvest by kir Pow
You are a happy little bee collecting resources for your Hive. Avoid passing tractors. the more you are carrying the slower the player will become
| Link | https://kirpow.itch.io/bee-happy-harvester |
| Link | https://kirpow.itch.io/bee-happy-harvester |
| Original URL | https://ldjam.com/events/ludum-dare/52/bee-happy-harvest |
Ratings
| Overall | 704th | 2.981⭐ | 28🧑⚖️ |
| Fun | 628th | 2.942⭐ | 28🧑⚖️ |
| Innovation | 676th | 2.808⭐ | 28🧑⚖️ |
| Theme | 516th | 3.52⭐ | 27🧑⚖️ |
| Humor | 500th | 2.654⭐ | 28🧑⚖️ |
| Mood | 733th | 2.76⭐ | 27🧑⚖️ |
| Given | 26🗳️ | 36🗨️ |
The small thud when you get run over, the music stopping, but the tractors still chugging away gave me a macabre laugh.
I very much also agree with every point in the above comments.
In addition, I found that sometimes, a flower would spawn right underneath my bee. Perhaps that also explains why I went slower than I thought I should when only picking up a few.
Maybe the 'problem' of people playing it safe (me included) could be dealt with by a different kind of flower or other benefit in the top row(s)?

Although it is a simple game, it is effective at entertaining.
The biggest issue I had with it was that sometimes flowers would spawn on top of already existing ones and so you would go suddenly from 0 to 4 and be ultra-slow with no way of predicting it. Can be a cool mechanic but it needs a way to show how many flowers there actually are in one spot to the player.
If you extract the zip your index.html has to be right there and not hidden inside another directory ;)

Would have liked a few goals/levels to get the sense of achievement.
Liked the audio as well!
This was my first game jam/ first game I've made that didn't involve watching a youtube tutorial and your kind comments have really boosted my confidence. Had a play around trying to implement some of your suggestions and learnt a lot
Much appreciated!
I liked the idea of getting heavier more than actually playing like this, as being super slow didn't feel so great :D This mechanic made it just not really viable to go for flowers further away. Also, the flowers respawned very quickly. Sometimes this happened just beneath the player, which unwillingly increased the weight. And even though I said I didn't really like the heavy feeling too much, these moments were some of the best, because they come as a surprise and kinda mess up the players plans, which is great :)
I think it could be more fun if you just increased the numbers a bit, let the player carry more and decelerate less quickly.
PS: Really liked the happy music!
This was a happy fun game, but I felt like there was a tension: the slowness made the game-feel less fun so I don't really want to pick up more flowers. Sure, the game tries to encourage me to risk it because I score more, but there's not a time limit or anything to force me, so I can always just go one flower at a time. So this is a cool core, but I wonder if there's a knot in the middle of the idea, and what you could experiment to untie it and incentivize the player to take more risks.
Cool entry that made me think and feel! Nice job.