Slay the Harvest by mharring
Your crops have gone EVIL! Harvest and replant them as your allies, or sell them for upgrades in this bullet-hell of a good time!
All code, art, and sounds by me. Music by Rafael Krux.
Song: Creepy Comedy by Rafael Krux
Free download: https://filmmusic.io/song/5625-creepy-comedy
License (CC BY 4.0): https://filmmusic.io/standard-license
Song: Comedy Short 3 by Rafael Krux
Free download: https://filmmusic.io/song/6402-comedy-short-3
License (CC BY 4.0): https://filmmusic.io/standard-license

Ratings
| Overall | 121th | 3.932⭐ | 24🧑⚖️ |
| Fun | 34th | 4.159⭐ | 24🧑⚖️ |
| Innovation | 572th | 3.023⭐ | 24🧑⚖️ |
| Theme | 205th | 4.023⭐ | 24🧑⚖️ |
| Graphics | 102th | 4.295⭐ | 24🧑⚖️ |
| Humor | 286th | 3.211⭐ | 21🧑⚖️ |
| Mood | 173th | 3.833⭐ | 23🧑⚖️ |
| Given | 22🗳️ | 20🗨️ |
I could play this for hours
When the screen gets filled with projectiles it gets pretty hard to see the reticle, my advice would be to show a cone representing the spread of the current gun. It would make the aime more readable.
I am not sure why I would change my gun after picking one up and was kinda sad that this would be in my shop as it felt useless.
Great job, I really enjoyed your game.
:notes:
Farmy have not apple bottom jeans (jeans :jeans: )
Had Boots without the fur (fur :bear: )
The whole Farm was not lookin' at her
She hit the soil (she hit the soil :earth_asia: )
Next thing you know
Shawty did plough, plough, plough, plough, plough, plough, plough, plough
:notes:
A really nice game you created there.
Did play it till the end and it´s one of the games I actually would play again.
Of course, since its a game jam, you could argue hat it was a little bit too easy (I didn´t die even when I tried to)
and i would like to move the menu out of the field when I´m playing (its hard to see your character when you are there)
Also, I would like see different items, but thats not what im putting in my consideration for the vote.
Overall, a really funny and great game!
Everything feels really polished in this game and i also like the "upgrade" mechanic like.
I love that you added the mechanic of selling the plants to get money or using them on your side for a later wave. It made for an interesting choice!
My revolver became a laser of vegetal destruction. I enjoyed re-rolling for slippery bullets.
Overall, a nice experience with an enjoyable game loop. I really love the art, the white outline and drop shadow gave everything that sticker-feel, very nice. I also really enjoyed the carrot's charge attack, very satisfying! It's a bit easy after the first couple rounds, but I understand that there's a lot to balance in a game like this! Nice job!
The well polished gameplay loop and eye-popping graphics are most of what kept me going back for another round.
The two things that bothered me most were:
* Like @joshedev said: The cursor was white and thin, making it easily disappear within the bright background (especially when there are lots of enemies going around). This wouldn't be an issue if it wasn't for the fact that the distance between the cursor and the character are what decide how quickly moving my mouse around makes the character turn. If (for example) I were to rotate the character with my left/right mouse buttons, that would be much less of an issue. Or if the color of the cursor would change (and maybe the shape be a bit bolder) it would be more comfortable to work with.
* The health bar on the top of the screen is pretty big, and whenever I walk up to the top, it suddenly covers about half of what I want to be focusing on, making walking up very uncomfortable. This happened quite a lot. Of course I see how having the health bar inside the game arena has a nice aesthetic. But maybe instead of having it cover the player and enemies, you could have it in the background, drawn as if it is part of the ground? There are probably better ideas, of course, but as long as the player can see what they're doing, that's probably most important.
Also, I'm not sure if this was intended, but now that I've finished playing I've been looking at the screenshots, and I see UI showing that I can press the 1-3 buttons to pick which seeds I plant. And this might sound weird, but where I played (I played the Web version) this UI did not exist. Instead I had a piece of text saying I can right-click to plant. Which was okay, I just couldn't control which plant I put down. I thought it was arbitrary.
(In retrospect I still *can* press 1-3 to plant. This just was explained only in the game description, and not in-game)
Just now I downloaded the Windows version cause I wanted to check what the UI looked like there, and the game isn't running - seems like you only packaged the executable, and didn't add Godot's .pck file?
Either way the web version is pretty comfortable to play, so hopefully not many people encountered that issue so far :P.
I loved the outlines around each of the game objects! The way the color of the outline indicated which kind of object it is great, and the color picking is fantastic. Of the many games I've seen throughout a few jams, this usually isn't done so well - and in this game it was done well enough to let my intuition immediately infer what the purpose of each character/enemy/friend was, and it was also easy to spot them from the corner of my vision when I was focused on a specific part of the screen.
I had a great time! Pretty solid jam entry all in all :)
I need to update those screenshots - I had originally used 1-3 to plant the different types of plants, but it wasn't a great experience, so I switched to right-click right before submitting. In retrospect, a spin-wheel style selection would have been more user friendly.
Thanks for letting me know that the Windows build was missing the .pck file! I've re-uploaded it with the pck file embedded.
I have some notes though:
- On the shop screen, it would be nice to see the current stats, so that I know if I can afford to lose a bit of health in exchange for speed.
- I quickly realized that planting flowers was a waste of time compared to an upgraded Uzi, especially if (please correct me if I'm wrong) the planted crops didn't persist through multiple levels. If I invested all the money into more bullets, more damage, more attacking speed and more moving speed, I would be unstoppable pretty soon.
- Building on the previous point - the game is probably too easy, especially with an Uzi, even though it was fun to watch myself unleash hell. The level quickly became a soup of bullets, which made accurate aiming with the revolver a bit unwieldy, and the shotgun didn't have much positives either, since I could have multiple bullets with the upgrades anyway. The game has a really solid core though, so with a bit of tweaking, this game could present a fun and brutal challenge.
In summary, I had a lot of fun with this one, though the game needs a bit of balancing.
Great job!