Fairy Feeder by recursiveanomaly
Feed and protect a terrarium full of fairies. Collect fairy dust, place berries for food, and watch out for dangers.
| Web: Chrome or Edge | https://recursiveanomaly.itch.io/ld52 |
| Link | https://recursiveanomaly.itch.io/ld52 |
| Link | https://recursiveanomaly.itch.io/ld52 |
| Original URL | https://ldjam.com/events/ludum-dare/52/fairy-feeder |
Ratings
| Overall | 169th | 3.855⭐ | 88🧑⚖️ |
| Fun | 303th | 3.535⭐ | 88🧑⚖️ |
| Innovation | 410th | 3.285⭐ | 88🧑⚖️ |
| Theme | 94th | 4.221⭐ | 88🧑⚖️ |
| Graphics | 206th | 4.052⭐ | 88🧑⚖️ |
| Audio | 99th | 3.872⭐ | 88🧑⚖️ |
| Humor | 72th | 3.866⭐ | 84🧑⚖️ |
| Mood | 75th | 4.094⭐ | 87🧑⚖️ |
| Given | 110🗳️ | 138🗨️ |
I wish those mana vortexes had some minimum distance from the berries that they would spawn - during the frantic chaos I couldn't tell them apart and would click on the berries. Lost quite a few fairies to that. I managed to get a flawless harvest. (TWICE!) The harvest scene will never not be funny.
Alternatively, a slightly longer time from vortex formation to fairy consumption would probably ease that frustration too.
The twist reminds me of an old (flash?) game called "Can Your Pet?".
Had fun, its a realy nice and polished game with a really cute art!
*ahem*
The, uh... I can't seem to focus right now. Oh my god.
Gud game very chill
Until it's not
Great art and sound design! Good work!
I do like how you have to always keep an eye out so you don't lose your fairies, rather than just sitting there waiting for them to grow.
OH
Hilarious stuff and nice work! Could easily be expanded with different fairy types, different foods, different production speeds, etc!
I think it has potential to become a commercial release
Love how grapes can only grow on the tree but it took me a while to figure out.
One thing I would change is that the portals cannot spawn right over the fairy's at the beginning over the game. After the introduction of the portal, the next two portals both spawned right over a fairy. That was a bit unfortunate.
Great clicker/simulation/farming game (can't even find one genre to put the game in xD)
Found the artstyle very charming!
This was an amazing game.
Great game loop, played until I harvested /80 and got the second Flawless
Quick thought for early-game balance. You might want to try adding a delay before the rifts eat the fairies. I'm pretty sure it won't negatively affect mid-to-late gameplay at all. But with the pace that the game starts at, the rifts feel a bit like a random game-over.
the efficiency of gameplay and the agency of the interaction. If there were no options as to how to place elements when purchasing there would definitely be a faster and potentially more accessible game-loop; however, at the opportunity cost of restricting the player's ability to feel agency (or the effect of adding their own touch) when placing elements. While I don't personally notice the disconnect and would have been fine with the purchase buttons functioning as you've described, other members of the team did prefer the ability to place things and went on to spearhead the placement restrictions for the food to add a perceived physical connection with the background art.
Upon reviewing the decision critically, I feel we made the right call. The overall structure of the game dedicates some 80% of the visual area to the terrarium and thus (in a static screen game like this) approximately 80% of the overall game-loop is dedicated to this 2D space. If we'd made buttons simply place things arbitrarily in the space, the total utility of the enormous commitment we made to that layout would decrease. In that scenario, the play space would lose more than a third of its total gameplay utility as it's now relegated only to dust gathering and warp dismissal instead of also being part of the means of placement. There's a lot of other smaller benefits we get by making the player manually place elements as well, but those are a longer discussion about timings and mouse motion that I'm honestly not qualified to deep-dive into, but I hope this has given you a sufficient answer :heart:
The blender at the end doesn't really look like the rest of the game, was it wanted or by lack of time? Anyway, great job!
I liked the game a lot. It's a bit different from other games. The vibe was fully on, cute graphics, nice soundtrack, good atmosphere. I was first sad when the rift swallowed my fairies, but now knowing their true purpose they might have been better off!
I agree with the choice to leave in placement of the berries/fairies as for me it did allow more feeling of agency/attachment and made me at least try and form some strategies. I ended up putting all my berries in a cluster to try and keep the fairies somewhat grouped together during feeding time. As long as a vortex didn’t spawn there, I could be slightly slower in my time to get rid of it, and if a vortex did spawn there since I kept the berry cluster pretty high and in the middle I was able to quickly move my mouse there.

Overall, I really enjoyed the game. The balance was good - pretty much the whole time I was trying to juggle between all the tasks and none of them got to that tedious point. I think the vortexes was a nice touch and forced me to be more mindful of the terrarium instead of just getting lost in button clicking. Also! Great tutorial! It can be hard to plan for a tutorial during a game jam and that one was such a nice one with slowly feeding the player info as they got to the relevant next step.
- I like the graphics, sprites and animations
- Interesting gameplay, although could be too stressful for such "farmy" game type
- I like the idea of almost freely placing plants on the screen
- Sounds feel nice
- I don't like the Music though, it doesn't fit well in my opinion
- Game lacks goal. Getting as much as you can [some resource] is not a very good design. Some upgrades / new pixie types / food types or even decorations could be a nice addition. Current goal will do for jam version though
- Controls need some polishing - for example canceling selected type of item should be done by selecting other type of item or pressing the same type again (also Right Mouse Button). Placing several pixies / food in a row requires to press on pixie again evey time, which is not very handy when you need to place 2+ at a time. Letting build 2+ in a row would be nice (and RMB to stop placing). Adding hotkeys for pixies and food would be nice (for example 1 and 2 buttons).
- Ending is a funny one, although I can't say I like it very much. Still better than nothing :) Reminds me of a [World of Goo](https://store.steampowered.com/app/22000/World_of_Goo/) animations in the end of a level. Didn't get why you get to continue with all the pixies after such an ending.
All in all – great small game for 5-10 minutes

It would be better if black holes appears with a omen.I feel it's too fast now.
This is my favorite....game....
Oh, cute fairies.
... The ending made me sad. :(
Anyway, the game is really cool. However, the main part of gameplay kinda feel like -- *Aim Lab*? Feel like I have to click fast and accurately all the time, and be focus! Though that maybe isn't kinda bad experience? But it can be optimized perhaps.
Thanks for your work, I have had fun with it!
PS. Does that say "**Flarvless** Harvest"

The end of the game is surprising haha.
Good work!
A fun escalations of harvesting and then doing a push for the stated number. The graphics are also great, and got a good laugh about the harvestess and her blue smile :laughing:
It got a bit too clicky in the end for me, but I liked it all up to then!
Well done!
The gameplay offers a nice challenge, the more faires there are the harder it is to manage them.
I wish there was a more efficient way to collect dust from fairies, maybe a vacuum upgrade that allows to collect dust from all fairies within a certain radius from a click.
Also didn't quite understand how the harvest part worked, it seemed like I had no control over it.

