Otherworld Harvester by shp
Explore the hostile other world and harvest energy gems from the beautiful flowers that grow there.
Upgrade your suit between gigs and make sure to always reach your quota.
All game code and content made during the Jam time frame, music by Nightingalle (no ldjam.com account). Everything else by me.
Made using FTE Quakeworld engine and tools such as Blender, Gimp, NetRadiant Custom and Audacity.

Ratings
| Overall | 88th | 3.981⭐ | 29🧑⚖️ |
| Fun | 92th | 3.942⭐ | 28🧑⚖️ |
| Innovation | 355th | 3.385⭐ | 28🧑⚖️ |
| Theme | 245th | 3.962⭐ | 28🧑⚖️ |
| Graphics | 98th | 4.308⭐ | 28🧑⚖️ |
| Audio | 76th | 3.962⭐ | 28🧑⚖️ |
| Humor | 435th | 2.813⭐ | 26🧑⚖️ |
| Mood | 18th | 4.365⭐ | 28🧑⚖️ |
| Given | 24🗳️ | 31🗨️ |
+
I like it's atmosphere and music!
but in my personal opinion, puzzle or advanture(relaxing) genre would be more suitable with it's good vibe.
Thank you for this game!
The graphics reminds me of Risk Of Rain 2 and the foggy athmosphere and the morrowind-like monsters had a real unique mood to this LD entry.
I could'nt get past second level on normal difficulty, the gems were very far away.
Also how do you make skill point on first level? Do I have to collect more gems than the objective?
Controls are good, except that shooting up while looking down is a bit confusing at first.
It's nice you even took some time to add a menu and game states, it works well.
Good game, i liked it !
Simple and challenging, very good job!
@offdutyextractors thanks for the feedback! there was some trouble making those instructional messages feel right, was running a bit out of time with them :smile: the upgrade system works based on the extra gems past the quota, it might have not been the clearest, if you play on easy to test things out, you should be pretty easily maxing out run speed and energy for sanic speed gameplay :runner:
@tinykidtoo @leggy yeah the difficulty was very hard to balance properly in time, I would definitely make changes to that for a post jam version, thanks for confirming!
@horda yep, you have to collect past the quota, it's not super clear but I tried making the boss messages hint at that, thanks for the great feedback!
It would have been nice to have longer to explore each level.
Extra points don't carry over to the next stage, I accidentally pressed the next button before upgrading.
Armour and damage didn't seem to be worth upgrading since the main enemy is the time limit.
The time limit felt a bit harsh, I ran out of time just in front of the portal a few times. (I was in normal).
I feel like the progression would be more satisfying if we could buy upgrades to carry more gems (maybe at a higher price ?).
The music is really nice, really puts you in that eerie atmosphere.
What I really like:
* The graphics and athmosphere
* The astronaut's/robot animations
* That you need to balance between sprinting and not sprinting
* How smooth it plays
Maybe to improve:
* Monsters could spawn on you/near you
* I didn't know how to get upgrade points
* Music was a little too calm for the timer based mechanic
@someone thank you! I agree about the balancing, wish I had a few hours extra to tweak it :)
@mnocenti thanks! yeah the timer is a bit too harsh, so I don't blame anyone for going in with easy difficulty. I made the timer match the song length and it was too late to make it longer
@christian-zommerfelds thank you for playing and the detailed feedback!
@joshedev some friends completed it on Very Hard just maxing out run speed and harvest speed, I haven't had the time to do it myself yet :smile:
@kikiriki367 morrowind has been super influential for me for almost 20 years so no wonder! yeah the balancing was left until the end without enough time, I redid the whole gameplay loop for the waves on monday (originally compo but had to "drop out" into jam because it wasn't fun and sounds were lacking on sunday), and the result shows that it could use more refining
Jam = compo in my opinion to be honest, both are a big feat to achieve and truth is usually you do the code for a similar amount of time, just a little bit less stressed.. Well even with redoing the whole gameplay it feels more balanced and polished than 90% of games. Because lets be real that is the hardest part in the end :)) So great job, you made something really wonderful! :))
Music put some good work in too.
Nicely done!
## My progress
I managed to **complete the game on normal** with 10/7 gems on the third level!
## Feedback
### Game
The **atmosphere and mood were great**! Your depiction of a foggy landscape was very realistic, and the **monsters dwelling there were a perfect fit**; the **music too fit the mood of the game** very well!
The **camera pixelification** _(not sure on the correct term tbh, even if we used it in our own game)_ **was done really well**!
Good idea **positioning the player at the bottom of the screen** instead of the center to give more screen space to the surrounding environment and allowing you to think about what route to take to collect gems!
On the first playthrough for some reason **I missed that extra gems would convert to upgrades**.
Not sure why, I immediately noticed the message the second time...
A **jump key would've been great** for those rare cases where gems would [get stuck floating on rocks](https://i.imgur.com/nkLzoDg.png)!
**Enemies ended up being a bit harmless** (on Normal difficulty), maybe making them faster would've helped to put the pressure on the player...
Are they faster on higher difficulties?
Overall, amazing job!
### Distribution
Thanks for **providing a native Linux build**!
I appreciated it!
## Have we met?
I thought I had seen your name somewhere a while ago...
I was right!
I found both your account and Nightingalle's on the Fediverse and followed you both! :smile:
thank you very much everyone else too!