The Results of Orcan Harvest!

This was an incredible Ludum Dare for me, not even with just the scores, but also with what really matters, making a game that you making a game that you yourself are happy with. I, as everyone should, focus on the star ratings, not the placing itself (though that doesn't hurt). Let me break down my scores, with a bit of a post-mortem for each category.
Overall: Solid category. A little above average on the star side, but there's not too much to say since I'll break down each individual category as I come across it.
Fun: Just about average. Not one I expected to be too high, it was more of a simulator than a true game. I struggled for a long time trying to get gameplay polished enough to even be somewhat "fun," and I'm happy with where it turned out considering the context.
Innovation: Above average (though not by much). Not one I expected to get this high on actually, it seemed like a pretty obvious idea. Maybe that's why it was so high, everyone wanted to come up with a super unique idea so the obvious ideas were left open. No matter what it is, it's still definitely serviceable.
Theme: By far my best score, both in this LD and across all 8 LDs I've done. This was incredible to see, and is both my first top 100 and my first score above a 4.0. Again, it seemed like a pretty obvious direction to take the theme, but I guess it still fits very well. Definitely pretty cool to see that score, especially considering how subjective the theme really is.
Graphics: This fell right where I expected it to. A little above the middle, but still one of my best Graphics scores (since I suck at pixel art most of the time). Actually, I spent the entire first night and several hours of the first day just working on graphics and not even touching the code. I felt I could do that since my idea was so simple, and even though it could've backfired terribly, I think it turned out fine.
Audio: This fell exactly in the middle at a perfect 2.5. Almost everyone that played Orcan Harvest had something to say about the audio. There was no music, just wind, and every single piece of audio excluding one was made with sounds from my mouth. The selling sound effect was actually made by dropping coins on my desk, but all of the other ones were made in probably an unconventional way. I was in the voice chat of the LD Discord server as I did audio, and for the sake of everyone else I muted my mic and tried to refrain from laughing and ruining the entire recording. Definitely my favorite part of the whole experience this time around, even if they don't sound the best.
Humor: Just above average at an (almost) perfect 3. I'm surprised I got that high, there was nothing intrinsically funny in my game excluding the concept, and even that isn't very funny in my opinion. I just thought I would leave it in for once and see how it did, and the results of my little experiment were surprising.
Mood: Just above average (seeing a trend yet?). Audio was the biggest part in this, with the wind and lack of music really selling the kind of "back alley" feel I was going for. I also added a low-opacity black overlay near the end of the jam, and while I regret it and it makes the colors seem dull, it definitely adds to the spook factor.
Well, that's all I've got. Kudos to you if you read this far! I'm factoring in all of your guys' suggestions and have a version 1.1 almost done and ready for release! Now's the best time to buy in bulk!
-Mathstr0fficial