Crop Circle by Rulrite
You can play the game on Itch! https://rulrite.itch.io/crop-circle (But please, read the controls first.)

Welcome to Scully's Farm, the one-stop crop shop for all UFOs in the know! Pilot your saucer with speed and finesse to abduct as much corn as possible. Fully ripened specimens will earn you double the points!

Controls
Left Mouse (hold): speed up
Right Mouse (hold): slow down
Spacebar (hold): expand circle radius
Items
Star: Bumper crop! All currently growing crops will be fully ripened.
Clock: Bonus time! Adds an extra three seconds to the timer.
Hay Bale: Collide with a hay bale to send it rolling away. Crops in its path will be added to your harvest!
Pesticide: This nasty stuff will harm the crops! Try to avoid it.

Credits
Music by CodeManu at OpenGameArt.org https://opengameart.org/content/8-bit-music-pack-loopable
Sound effects by @Shades at OpenGameArt.org https://opengameart.org/content/8-bit-sound-effect-pack-vol-001 https://soundcloud.com/noshades
Palette by mysunnyrose at Lospec.com https://lospec.com/palette-list/autumn-harvest-37
Thank you to everyone who watched and supported the game's development live on Twitch! https://twitch.tv/weirdybeardybobcat You can also follow me on Twitter: https://twitter.com/beardybobcat !
Top of the Crops? A Crop Circle Post-Mortem
Control Centre
Perhaps the biggest issue I encountered in designing/developing this game were the controls, and deciding what the player should and shouldn't be able to do. Players seem to be a little overwhelmed by the control scheme at first (and tend not to use the slow-down option at all, which I can understand), so I would refactor this if given an opportunity. Perhaps a one-button control scheme would be better, especially if I wanted to port the game to Android devices. I also toyed with the idea of allowing players to change direction when they like, and I think it's an avenue worth exploring. Maybe two player characters could be a solution: one who can expand their radius, and another who can reverse their direction.
I should note that I failed to map the speed up and slow down commands to the arrow keys, meaning that you can only really control your speed with a mouse plugged in. This was a bit of an oversight, especially as someone who mainly uses a trackpad!
A Rocky Start
To better ease players into the gameplay, I'd like to introduce elements a little more slowly - and maybe even slow down the game speed as a whole. There is a small period at the start of the game in which powerups cannot spawn, but clearly this wasn't enough. It'd have to be a careful balance, though, as a lengthy 'introduction' period would quash any potential for replayability. I think it's important to maintain that arcade-y, straight-into-the-action quality and not risk hindering the pace of the game just to make room for new players.
Vegetable Variation
A possible solution to the immediate difficulty is the reintroduction of a scrapped concept: separate fields with A) different vegetables to harvest and B) different gameplay timings and tweaks. The corn field could be a very basic, 'starter' field; a pumpkin field could introduce new powerups/hay bales to bounce from; a tomato field could focus on high levels of pesticide, etc. As well as offering separate difficulty settings via each field, the gameplay changes could be enough to increase replayability - especially with separate high scores, of course. They'd also allow scrapped items to make meaningful appearances (e.g. scarecrows would have acted like hay bales, but without the bonus crop collection).
Colour Calamity
Many players have described the game as 'chaotic', with 'a lot going on' - or, perhaps, just too much to keep track of. If adjusting the rate of powerup appearances didn't do enough to fix this issue, I think a simple remedy would be to reduce the size of the field from 9x9 tiles to 7x7 tiles (essentially zooming in the camera and giving each tile more space to breathe). Some people have mentioned a lack of contrast between gameplay elements (such as the player character) and the playfield, which I agree with. I'd hoped that I'd done enough to make each tile distinct and not too confusing for the eyes, but I'll chalk this criticism up to my lack of experience with the chosen palette. It'd be interesting to try experimenting with outline styles for certain objects - I had worried that white would be too distracting, but it may be worth revisiting. Maybe just cutting the number of browns for the soil from 3 to 2 would help to force it into the background.
Hitbox Havoc
An easy improvement to make would be to introduce actual hitboxes to each item. Aside from the hitbox used for the player character (or, more accurately, the player character's tractor beam), each other object tests collisions against its sprite. This was helpful in saving time for the jam entry, but it ended up making collisions feel oh-so-slightly wonky. Many have said that the pesticide hitbox is too big (which it is, factually!), and I personally think that the hitboxes for hay bales are much too small. In an improved version/remake of this game, it would be nice to solve these issues alongside a proper implementation of layering: currently, some objects may appear to be in front of or behind other objects when they shouldn't (again, I didn't have enough time to fix it).
Lastly, I just want to give a big thank you to everyone who has taken the time to play Crop Circle. I'm overwhelmed by the response!
| Link | https://rulrite.itch.io/crop-circle |
| Original URL | https://ldjam.com/events/ludum-dare/52/crop-circle |
Ratings
| Overall | 126th | 3.929⭐ | 172🧑⚖️ |
| Fun | 209th | 3.701⭐ | 174🧑⚖️ |
| Innovation | 65th | 3.974⭐ | 173🧑⚖️ |
| Theme | 42th | 4.36⭐ | 174🧑⚖️ |
| Graphics | 97th | 4.309⭐ | 175🧑⚖️ |
| Humor | 212th | 3.384⭐ | 162🧑⚖️ |
| Mood | 281th | 3.652⭐ | 167🧑⚖️ |
| Given | 8🗳️ | 17🗨️ |
Scored 1200 on my first try ^^.
Pixel art is gorgeous and music is motivating, really nice experience! :o
Well done!
Gameplay is smooth, idea is great and on topic, it wasn't too hard to understand, overall a great entry for Ludum Dare!
Well done!
I just found the game a little hard to read.
1437 points for me
Gameplay is really more fun than I had expected. Don't know why but it reminds me of classic NES games. Not because of the graphics or sounds, but the gameplay, is just so simple yet so much fun!
Obviously, the graphics are astonishing, one of the best I've seen so far. Sound effects are on point and the audio-visual response to the player is absolutely perfect.
One of my favorites so far!
Maybe add some levels so I can challenge it.
Maybe add a rank so I can challenge others.
it was really fun to play and art was cute, great entry!


Good job !
Had a hard time figuring out things at the beginning though
At first I didn't understand what was going on, but around halfway through my first round I figured it out and had a great time. Also the main character in the portrait has tonnes of personality. Great job!


I really enjoyed it though, played a good 10 times, usually when rating games I will move on after just a couple goes. The pixel art is super charming, and collecting them corns is satisfying af.
Here is my playtest:
https://youtu.be/9VWJ0FAN6HA
- Graphics are pretty good, I feel some Retro Vibes in combo with sounds / music. Pixels may be way too big though. Playing Full Screen is not recommended.
- Controls – It wasn't easy at first 30 seconds, but then I got how to control it. Not the easiest controls you'll see in games, but pretty straightforward when you understand how it works.
- Gameplay is not standard, so it's kind of fresh, although I can't say that I like it very much. Still nice for 1 run :)
- Game feels complete, although very small and with no goal (I didn't want to play the second time, since I didn't have any motivation)

I wasn't able to expend my circle while pressing Space tho, I don't know the reason
Really enjoyable game! love the art, the animations, sounds effects.
In a way you can pick up this game without really knowing what to do and there's not much of a negative consequence for not understanding what's going on. After two rounds I still kind of feel uncertain about whether some of the items and events are a good or bad thing. But I had fun nonetheless!
Looks like a new high score? I think I just got really lucky with extra time pickups. Cute, feels good to play, nice work!
A bigger play area would also allow you to slow down the crop growth (reducing the frantic ness) and then maybe throw in some - if there is less than 20% crop on the field speed up the growth rate - so as to keep the player engaged.
Overall - this is likely one of the best Jam games i've played so far though but these few improvements would definitely make it next level and help balance out the game.
This game feels good for casual players.
Nice game overall, but it feels somewhat chaotic, like I just randomly mash the buttons and I'm not really in control. I think children will enjoy it a lot though