Soul Garden by Gossian
You're a little Grim trying to create a beautiful balanced garden by harvesting souls.
Tap WASD or arrow keys to move and harvest souls.
The souls age over time and have different energy requirements to harvest (e.g infants need less energy to harvest than adults) so keep an eye on your stats and pick up green glowing orbs to replenish energy supplies. If you run out of energy, it's game over for Grim.
If you last one minute you'll be taken to your garden to see your newly planted souls. (I did have a whole plan for different ends depending on ratio of souls harvested etc but yknow, jam-time... so for now it's just a breakdown of harvested stats).
UPDATE! For the first time in a jam I've actually gone back and modified a few things to fix bugs and take on board feedback, including: - Bug fix where it was glitching loading the garden scene - Energy and time now appear as visual scales rather than numbers - Increased starting energy - Added a couple more spawn points - Added option to go to your garden and see all the harvested souls before the timer runs out
The game embedded on this LD page is the original LD jam version so to play the updated version, play it on the itch link below!
The embedded format is a little off so try the itch link to play a fully embedded version without scroll bars or cut-offs.
| Link | https://gossianblurs.itch.io/soul-garden |
| Original URL | https://ldjam.com/events/ludum-dare/52/soul-garden |
Ratings
| Overall | 728th | 2.9⭐ | 22🧑⚖️ |
| Fun | 728th | 2.643⭐ | 23🧑⚖️ |
| Innovation | 636th | 2.875⭐ | 22🧑⚖️ |
| Theme | 478th | 3.595⭐ | 23🧑⚖️ |
| Graphics | 505th | 3.4⭐ | 22🧑⚖️ |
| Audio | 452th | 2.725⭐ | 22🧑⚖️ |
| Humor | 402th | 2.9⭐ | 22🧑⚖️ |
| Mood | 593th | 3.1⭐ | 22🧑⚖️ |
| Given | 29🗳️ | 6🗨️ |
Well done! :)
The biggest gripe I have with it is that different kind of souls would come out at random *and* really fast, making it a bit unclear as to exactly how much each would cost to harvest which would result in extremely sudden game-overs as you would accidentally reap 3-4 adults in one move and instantly lose your points with no real way to predict it. Energy gains were also really slow and small, which meant that you had to be extremely careful the whole time.
Increasing energy gains would go a long way to make the game more challenging/satisfying I think, as it would increase the risk-reward aspect of it. Likewise with having souls spawn from 2 or 3 different places along the edges of the screen instead of having them all gathered in one central place.
All in all, pretty cool entry!
However, a few things I would like to suggest are:
1. Make the energy meter a bar like a health bar so that it could be read easier.
2. Make the enemies' movement more predictable, maybe by making them slower and more consistent.
Overall tho, for a game made in only a short period of time... Great job!

PS the garden screen breaks the game for some reason. :3