Anne & the Carrot Islands by bobo_oh
Year 2100. Carrots are no longer available on earth. But the legend says that there are secret islands above clouds where carrots can be found in large numbers. Anne, a brave rabbit decide to go there. Now, she has to harvest every carrots on these islands to feed all living things on earth.
Play here : https://grizzly-games.itch.io/anne-the-carrot-islands



| Link | https://grizzly-games.itch.io/anne-the-carrot-islands |
| Original URL | https://ldjam.com/events/ludum-dare/52/anne-the-carrot-islands |
Ratings
| Overall | 27th | 4.229⭐ | 26🧑⚖️ |
| Fun | 37th | 4.14⭐ | 27🧑⚖️ |
| Innovation | 144th | 3.729⭐ | 26🧑⚖️ |
| Theme | 167th | 4.08⭐ | 27🧑⚖️ |
| Graphics | 63th | 4.396⭐ | 26🧑⚖️ |
| Audio | 23th | 4.261⭐ | 25🧑⚖️ |
| Humor | 242th | 3.306⭐ | 20🧑⚖️ |
| Mood | 104th | 4⭐ | 24🧑⚖️ |
| Given | 14🗳️ | 19🗨️ |
Really good job developing this in a weekend!
I think this is a good entry. Good music, graphics and mechanics, no apparent bugs and even little bit of story. Even though I am not fan of the genre, I think is a proper game! Not sure if I can give any tips how to improve it, it is well rounded and good experience. Maybe cheat codes that I can beat it and see the ending! :D I really liked the carrot animation for restarting level.
And i guess the third thing, i love it!!

A good variety of gameplay (the rabbit hole, the jump carrot).
Not too complex puzzles but goods one :)
(my rabbit before the last jump)

very elegant game! :clap: :carrot:
beautiful pixelart, soothing music, great mechanics wrapped in aetheral mood
very nice difficulty curve, introducing each mechanic clearly, having some harder levels with some breathers thrown in, the last levels having a nice "a-ha" moments - the whole package is expertly put together, without doubt
would pull more carrots in the skies (the level-complete jingle is super nice)
:heart:

1. At first I thought letting you move Anne with arrow keys during the start menu would be really fun way to teach movement. But since the ground falls beneath your feet in levels I like your way better of waiting until a level actually begins to learn.
2. Of the cute moments, my favorite is that the word bubbles come from the carrots you are about to harvest.
3. The contrast of the normal carrots giving fearful glances while the power up carrots smile and blink is retro and simple design in a good way.
4. Are the decorative seeds on the ground hints, or just decoration?
5. The first level is both easier and harder than it looks, which I appreciate. There are many ways to lose compared to later levels, but it teaches the player to reset when they get stuck and if you blindly chase carrots without running into a dead end there are many ways to win the level.
6. Nice job of reusing the spacebar for special abilities, while letting the user highlight or burrow to where they want to land without committing to crumble movement.
7. The footstep SFX helps a lot with the audio feedback and contrasts with the music.
For visual and audio constructive feedback:
7. Make the end goal unlock even more obvious. For example, you could play a more triumphant SFX once the last carrot is collected and throw some confetti out of the flag as it turns green.
8. I think backing off on the percussive-drum and/or xylophone-attack parts of the music every other playthrough or during the smoother bridge could be nice, to let the player focus on puzzling as more of background music. The music is great for having variety and drive, but felt repetitive I think for me due to the punches. That might just be my taste though, I write a lot of repetitive music too. It is just my feeling for this game being on the calm side.
9. Let the burrowing out animation play before triggering the visual of the level being over. It only happened once, but if I were spectating someone else play then I would not know exactly from looking what triggered the end of level victory.
Again, excellent job on polishing the entry and finishing strong.