Oxygen Harvest by Spargit
A chill, thoughtful, non-violent puzzle game about flipping tiles to HARVEST oxygen.
| Link | https://spargit-studio.itch.io/oxygen-harvest |
| Original URL | https://ldjam.com/events/ludum-dare/52/oxygen-harvest |
Ratings
| Overall | 428th | 3.478â | 25đ§ââī¸ |
| Fun | 484th | 3.239â | 25đ§ââī¸ |
| Innovation | 175th | 3.674â | 25đ§ââī¸ |
| Theme | 492th | 3.565â | 25đ§ââī¸ |
| Humor | 477th | 2.7â | 22đ§ââī¸ |
| Mood | 421th | 3.429â | 23đ§ââī¸ |
| Given | 4đŗī¸ | 7đ¨ī¸ |
COngrats on developing such complex game in a short time!
_Was too lazy to get some grants, though, I'm not a huge fan of puzzles..._
Here's my game if you have some time to spare :) https://ldjam.com/events/ludum-dare/52/the-day-before-the-harvest
I also really liked the concept of the game, which feels super unique!
My biggest problem initially was that I didn't understand whether I was even advancing through the levels. There seemed to be no number ticking up between them and because all of them after the tutorial had the same grid shape and I assumed tiles were randomised infinitely, it seemed like "continue" didn't do anything differently from "try again" for a while. At some point I couldn't try anymore. I realise in retrospect that perhaps the bar at the top is your health (i.e. oxygen) and that's what did it, but all the way up until now I actually thought it was the target score for each level (which also confused me since I sometimes won a level without fully filling the bar).
It all makes sense in retrospect but I definitely didn't get it the first time đ
But let's move on to positives! Game looks and sounds nice but of course this is the kind of game where mechanics and design are foremost, and it really did shine in that department. Since levels are not in fact randomised I think this might even work as a physical board game! It's a really neat take on the basic memory game. I really enjoyed using the grants and getting to choose one out of three was neat. Those choices were *actually* randomised tho, right? All the effect cards were another good addition and the tooltips were definitely needed.
I thought the text was a bit small. There seemed to be room to make it a bit bigger. I also kept missing the colon in "transform: dead plant" due to weird kerning so I thought it was actually going to transform a dead plant into a living one, which confused me for a while.
I see you opted out of audio so I guess you didn't make the music but it was a nice pick and the sound effects were good too. Unfortunately after the music finished it didn't loop so I played most of the game in silence âšī¸
**TL;DR:** Really good, solid and fun game design that I could definitely play more of! đ Just some confusing parts about the UI that need work, really.
I'm really glad you enjoyed the game, the grants are randomised choices, yes!
I'll make a note of the small text, I think a few people found the text/UI a little hard to read.
I opted out of audio because I used a lot of sounds from freesound.org, but I did make the music! Although I also used some samples in the music, which again is why I opted out -- but I'm glad you enjoyed it. I did forget to set the music to loop, sorry about that!
Thanks again for playing :)
I hope I haven't been doing things wrong, but I think that sort of stuff is fine in the jam (preferably made clear) while it's the compo that's strict on everything from scratch, and if you did use assets you're basically getting rated on your use of them? Like even if you used foley you might have edited and transformed it, and there's also sound design itself? đ