Grim Gardener by xfinktion
A bullethell where you play as a retired grim reaper named Grimothy out to harvest plants for his new gardening hobby. Be careful, the plants that he is after do fight back! Use your scythe to defeat them and take them back to the garden!
The first screen after the menu is a level select. 3 dirt patches each take you to a different monster. Beat them to get a Soul Seed for your garden! (Doesn't really do much but gives you a kinda cute version of the monster)
On the level select screen, there is also a yellow hat in case you just want to just see the every the monsters have to offer. It will turn off collisions for you against them. Use the red hat to take it off if you want :)
Controls:
WASD to move
Right Click to Throw Scythe
Left Click to Teleport to Scythe
Edit 2: I GOT A WORKING WEB BUILD! Thanks to danmerey for the comment (https://ldjam.com/events/ludum-dare/52/night-harvester/unity-webgl-build-not-working), it helped me solve my problem!
Edit 1: Had some issues with the Web version, unfortunately I only have the standalone..!
| Link | https://github.com/sfink45/LD52 |
| Music, Web, Windows Download | https://gamejolt.com/games/Grim_Gardener/777843 |
| Original URL | https://ldjam.com/events/ludum-dare/52/grim-gardener |
Ratings
| Overall | 209th | 3.316⭐ | 21🧑⚖️ |
| Fun | 156th | 3.421⭐ | 21🧑⚖️ |
| Innovation | 285th | 2.816⭐ | 21🧑⚖️ |
| Theme | 194th | 3.553⭐ | 21🧑⚖️ |
| Graphics | 282th | 2.921⭐ | 21🧑⚖️ |
| Audio | 109th | 3.447⭐ | 21🧑⚖️ |
| Humor | 135th | 2.912⭐ | 19🧑⚖️ |
| Mood | 207th | 3.132⭐ | 21🧑⚖️ |
| Given | 42🗳️ | 14🗨️ |
The bosses are quite unbalanced but that's to be expected for 3 bosses in a 2 day jam
I had a few glitches where ennemies spawn after the 2nd boss is dead or my scythe tp bringing me to the wrong spot sometimes but nothing too game breaking
Also the first boss likes to spawn in front of me so I take a free hit
Sounds are not only there but also cool, graphics are very Ok nothing to add, a very clean game jam once again good job
Would be nice to have some words or tooltips to guide a new player at the beginning. But your description does a decent job atm.
Thanks! I wasn't sure if I was gonna compete in this jam, saw the theme, and started making the title/level select music. I was too happy with it to not share!
The tutorial was on next my list, but some gamebreaking issues cropped up at the last minute that I figured it would be more time efficient to use the description to explain what I wanted while I wait for builds to finish. This will teach me to manage my scope better and not refactor too late :)
Thanks! I was particularly happy with how the Green Thumb enemy art turned out :) As for the things the thumb spawned, they were originally a placeholder for a tutorial I had planned to show off the dodging/attacking mechanics. Then I made the thumb boss and needed something for him to spawn and I only had the Scaresnip as the other enemy made. Eventually, the deadline made my placeholder art not so temporary. I called them SpitterPlants in the code :D
The music is epic and very well done. The character art is super cute. Great work!
Thanks for playing and the feedback!
I did have a small healthbar for the player next to the enemy healthbar. I didn't have the chance to make sure it was labeled properly (or at all), so it's understandably missable. But 3 hits was the player's health.
I did question if I had made it too difficult, though. There were attacks for the Scaresnip and the Corn bosses that I did rework to make them slightly easier and more predictable. The Scaresnip had a delayed projectile that spawned on the charges that flew toward the center of the screen and the number of projectiles spawned from the corn's exploding ones were randomized. In hindsight, I should have either buffed player health, decreased player hitbox size, and/or lowered enemy health. Would have been a relatively quick change that could have made the game feel more balanced and more forgiving.
Thanks for the feedback! Absolutely could have used some juice; never really got to the "polish" part of the development, unfortunately. Pretty much the fade out and some particles were as far as I got in that regard. I had planned out some on hit fx for the bosses, like a "white out" flash on the enemy sprite and a subtle screen shake.
I'm by no means an artist, so any sort of positive feedback on the art is a gold star for me :D
Once again, thanks for trying it out! I will keep these suggestions in mind when I do jam #3 :)