Grim Harvest by automatonvx

Grim Harvest
You are a cursed creature, doomed to scavenge around the graveyard feasting on the remains of the recently deceased. The patrol men are wise to your game. Your days are numbered, how many will you last?
Instructions
You have to keep searching for graves to dig up for food ( they are things emitting weird green particles) to keep your hunger meter from falling to zero. Avoid The guards. Occasionally you may find a weapon in a grave, you can use this to kill a guard if you can sneak up on them, but its risky (weapon is one use only).
You have to keep alive till the end of the day to move to the next level/day.
See how many days you can last!!
Controls
WASD or Arrow Keys to Move
E /Left Mouse Click - Dig
Space Bar / Right Click to swing your weapon when you have one
Updates
- Added Web version: fixed bug that meant Start Button did not appear on Title screen in web. No Other changes Seems to work fine!
Ratings
| Overall | 89th | 3.717⭐ | 25🧑⚖️ |
| Fun | 92th | 3.652⭐ | 25🧑⚖️ |
| Innovation | 148th | 3.386⭐ | 24🧑⚖️ |
| Theme | 47th | 4.196⭐ | 25🧑⚖️ |
| Graphics | 108th | 3.841⭐ | 24🧑⚖️ |
| Audio | 27th | 4.045⭐ | 24🧑⚖️ |
| Humor | 41th | 3.727⭐ | 24🧑⚖️ |
| Mood | 71th | 3.761⭐ | 25🧑⚖️ |
| Given | 18🗳️ | 31🗨️ |
I was hoping to see a little more variety in the environment (e.g., different grave stones, etc.), but that’s just a suggestion if you decide to develop this game. Overall, it is fun and imaginative. Nice work.
sense of playing games.Thank you for your game.
The music and art are also very good.They make me join the game quickly.
A really commendable effort for a Compo entry.
@glaikunt yeah the hitboxes for using the weapon on the guards are not set up very well, making it pretty tricky to pull off and risky. It was a late feature add that I didn't manage to polish up too much. For a postjam version i'll probably adjust it a little so at least its a reasonable option.
@papaya thanks for the feedback, yeah that vision cone collider probably needs a little adjusting, i'll add it to the postjam list.
@exofrenon thanks for the kind words yeah that transition is pretty abrupt, i'll fix it in postjam :)
@chompdev thanks for the detailed feedback, you give me too much credit the AI is not that sophisticated, they are just pathfinding to you position, its just random luck (and your skillful playing ;) ) if you don't get boxed in.
Really only criticisms I have is in regards to the weapon. I ran into some things that felt a little odd. The enemies having a kill on collide when not detected was one. Was sneaking up on one and guess I got too close and got killed without the guy turning around. And the other (happened twice) was that I would konk an enemy, they would go to the downed sort of in between state, get up, and kill me. Not sure if they just had more than 1 health on those levels or if it was a bug. If it was a bug, it seemed to happen when the enemy turned around during the swinging animation. I think it might also be nice if the weapon could be used as a "ah crap" button if you get sheparded into a dead end. As far as I could tell, you couldn't use it effectively once you were detected by/facing the enemy.
These minor quibbles aside, nice work! :D
Nice idea of a little labyrinth game with other mechanics, graphics are simple but kinda readable and gives nice feeling to the game. Also the cone of view gave me a feeling like playing the old, commandos game :D
Check out my game: https://ldjam.com/events/ludum-dare/52/space-harvest