Apple Factory of the Insatiable by nanolotl
Tend to a monstrous egg's increasing demands by developing your apple factory. Your factory is represented as a deck of cards. Upgrade your factory by adding cards to your deck. Cards can be played and bought by clicking on them (provided you have enough energy).

| Youtube | https://nanolotl.itch.io/apple-factory |
| Original URL | https://ldjam.com/events/ludum-dare/46/apple-factory-of-the-insatiable |
Ratings
| Overall | 57th | 4.043⭐ | 25🧑⚖️ |
| Fun | 45th | 4.087⭐ | 25🧑⚖️ |
| Innovation | 169th | 3.783⭐ | 25🧑⚖️ |
| Theme | 541th | 3.652⭐ | 25🧑⚖️ |
| Graphics | 559th | 3.391⭐ | 25🧑⚖️ |
| Audio | 410th | 3.217⭐ | 25🧑⚖️ |
| Humor | 210th | 3.457⭐ | 25🧑⚖️ |
| Mood | 602th | 3.109⭐ | 25🧑⚖️ |
| Given | 17🗳️ | 18🗨️ |
Edit: I've now played this longer than any other submission so far >.> Really nice work.
Edit edit: I 'won'!
I guess there is a bit of a exploit where you better wait with completing apples til the last turn or one before to get more good cards first before moving to the next difficulty. Though there is also some risk to it.
1 - Mecânicas, Aprendizado e Fluxo:
Gostei bastante do jogo e da mecânica do mesmo (planejo jogar mais algumas partidas, mas vou escrever aqui primeiro, hahahahah).
Ao que entendi é possível liberar novas cartas para o deck as comprando com energias (uma estratégia que quero explorar melhor quando eu for jogar mais uma vez).
De resto, com o tempo eu fui entendendo que eu tenho uma quantidade de turnos para conseguir alimentar uma quantidade de maçãs (a princípio eu pensei que era só ficar dando maçãs, sem um objetivo muito claro).
O fluxo de jogo começa simples e vai se complicando (ao meu ver), entretanto os erros na primeira etapa levam a um late game complicado.
Antes de jogar com o conhecimento de "late game", creio que o fluxo de jogo seja bastante puxado para a ansiedade (talvez a equipe tenha pensado em pessoas jogando várias vezes até conseguirem chegar ao final).
2 - Gráficos, Áudio e Narrativa:
Gostei muito dos gráficos, achei interessantes e engraçados.
Senti um pouco de falta de trilha sonora. Os efeitos sonoros ficaram bacanas.
A narrativa é simples, então não há muito o que dizer (parece não ter sido exatamente o foco, apesar de contar uma história através da sessão de jogo).
3 - Cultura:
O jogo conversa com gerenciamento de recursos, jogo de cartas, cuidado de pets/pessoas e outros tópicos.
Cada um desses pode ser aproveitado para enriquecimento do projeto (em caso de continuidade por parte da equipe).
Também é possível aproveitar cada um desses para ir atrás dos nichos de interesse, para publicar mais sobre o jogo em redes sociais e coisas assim.
4 - Monetização:
Creio que com os devidos polimentos, o jogo poderia ser vendido no itch.io ou como jogo casual (com propaganda ou a custo baixo) para smartphones.
1 - Mechanics, Learning and Flow:
I really liked the game and its mechanics (I plan to play a few more games, but I'll write here first, hahahahah).
As I understand it is possible to release new cards to the deck by buying them with energy (a strategy that I want to explore better when I play again).
Besides, over time I started to understand that I have a number of shifts to be able to feed a number of apples (at first I thought it was just giving apples, without a very clear objective).
The game flow starts simple and gets complicated (as I see it), however the errors in the first stage lead to a complicated late game.
Before playing with the knowledge of "late game", I believe that the flow of the game is very drawn to anxiety (perhaps the team has thought about people playing several times until they reach the end).
2 - Graphics, Audio and Narrative:
I really liked the graphics, I found them interesting and funny.
I felt a bit of a lack of soundtrack. The sound effects were cool.
The narrative is simple, so there is not much to say (it seems not to be exactly the focus, despite telling a story through the game session).
3 - Culture:
The game talks to resource management, card game, pet / person care and other topics.
Each of these can be used to enrich the project (in case of continuity on the part of the team).
It is also possible to take advantage of each of these to go after the niches of interest, to publish more about the game on social networks and things like that.
4 - Monetization:
I believe that with due polishing, the game could be sold on itch.io or as a casual game (with advertising or at low cost) for smartphones.
I have played a lot of games in that jam, that had a deeper mood or nicer graphics. But yours was one of the best gaming experiences.
My only complaint would be that the Juicer card seems to be a bit buggy. I believe it's supposed to be -3 apples and +6 energy, but routinely it would give me 20 or 40 energy in the lategame for some reason.
Besides that the progression here was very satisfying, as it should be. Great job keeping me entertained!