Midnight Harvest by SirLich
Midnight Harvest is a mushroom-harvesting memory game. First you must analyze a collection of mushrooms. Afterwards you must search for matching mushrooms, and collect them! Each round you must memorize more mushrooms.
Mushrooms are procedurally generated by combining a collection of models and materials.

Credits
- Programs: Godot4b8, Blender, Material Maker, Krita, Chiptone
- Fonts: MontereyFLF Font, Moon Flower Font
| GitHub | https://github.com/SirLich/ludum-dare-52 |
| Itch.io [Linux, Windows] | https://sirlich.itch.io/midnight-harvest |
| Original URL | https://ldjam.com/events/ludum-dare/52/midnight-harvest |
Ratings
| Overall | 237th | 3.231⭐ | 28🧑⚖️ |
| Fun | 300th | 2.731⭐ | 28🧑⚖️ |
| Innovation | 134th | 3.462⭐ | 28🧑⚖️ |
| Theme | 135th | 3.788⭐ | 28🧑⚖️ |
| Graphics | 217th | 3.288⭐ | 28🧑⚖️ |
| Mood | 276th | 2.788⭐ | 28🧑⚖️ |
| Given | 21🗳️ | 36🗨️ |
loved the idea, controls seemed a little odd.
Mushrooms looked great! great atmosphere.
Small bug: when replaying without restarting the exe, the collected count is the previous games count.
Controls (especially the mushroom rotation) is definitely a bit janky -that I can admit :v:
I found another bug: on one level start/analysis phase (the 2nd one I think), the 2 mushrooms to examine were at the same position, so I couldn't click on one of them to examine it. Are their positions random?
Apart from that, cool idea!
Last minute, I placed a bunch more 'Spawn Position's, as I realized there weren't enough slots for longer play sessions. I assume I accidentally doubled up somewhere.
I ran into a few bugs, when I lost the game, it would not keep the state correctly for the first level, so I had to shut down and re-start the game from scratch. Also, accepting the mushrooms with right click, and rejecting them with left click took a while to adjust mentally.
Nice job! (and yes, bug patches are ok in Ludum Dare!)
The game is harder than it looks.
The mechanics is not super captivating though, maybe some walking around would add atmosphere.
It was harder than I thought it would be. The mushroom features are distinct, but there are so many similar variations that it's hard to remember exactly which flat green-capped tall mushroom I saw. I don't think that's a bad thing, since it was pretty fun, but I couldn't get too far.
The tilt was a bit wonky, I feel, and the "you got the right mushroom" sound seems a bit flat, but great idea, well executed.
I originally had difficulty ramped easier, but I changed it so that every level always had +1 mushroom to memorize.
I didn't even consider adding a loading screen -although I'm aware the game is rubbish in the optimization department! I learned just enough about materials to be dangerous, but not enough to make anything optimized.
> The mechanics is not super captivating though
I originally planned on having you "rotate" around a fixed center (the tree), but ran out of time.
I loved your game btw! (link for the lazy: https://ldjam.com/events/ludum-dare/52/hector-the-apothecary)
Also Right Mouse button and Left Mouse button swapped didn't feel logical to me, since Left Mouse button is "approve" and Right Mouse button is "decline" in most cases. I played 1.0.0 version, so I can judge fairly (maybe it's fixed in 1.0.1)
My reasoning for the mouse controls was that I didn't want a double-click to harvest a mushroom. In hindsight, maybe I should have used spacebar or something for the collection, and bind both mouse buttons to 'reject'.
> My reasoning for the mouse controls was that I didn’t want a double-click to harvest a mushroom. In hindsight, maybe I should have used spacebar or something for the collection, and bind both mouse buttons to ‘reject’.
I think the best would be Left Mouse for picking the mushroom and accepting it as well (and the right mouse for rejecting). But only if you don't want to use buttons. Buttons would be much better solution tbh :)
> By ‘buttons’ do you mean HUD-space UI? like the ‘Continue’ button in the preview level?
Yeah, UI buttons. So when you click on mushroom you get 2 buttons under the mushroom (Pick / Reject), green and red one. Probably with icons, but it's not that important. It would be much easier for player to understand – and you don't have to think every time what button on the mouse to use (remembering there the left / right, reading the hints on 2 different sides of a screen etc.)
I like needing to look underneath the mushroom as well and the mix of textures, its just enough variety in the mushroom that its a challenge to identify them.
I like the take of it being in a 3d environment, although it made it a little bit cumbersome to inspect the mushrooms at the beginning. It would also be good to have better lighting in all areas of the game to make spotting mushrooms at a glance easier, as it is the game feels pretty murky.
The game is very challenging with how the difficulty ramps up. It might be good to gradually increase the variety of mushrooms you can find, with them varying on more and more characteristics as time went on.

Outside of a jam context, it would definitely be cool to play around with other gameplay loops -such as having the mushroom *described* to you rather than seeing a reference. Also more interesting movement mechanics, like exploring a spooky forest (first person) to find them.
I suppose you could even extend the gameplay by having other 'collectables' (like flowers, herbs, whatever).
more seriously i wish there where more mushrooms if you just went all in on the mushrooms it would have been top mood