HARVEST 2300 by xk_the_name
Year 2300. Humans are reliant on the new energy source - Hashimoro Crystals.
First, they were discovered in the Oort cloud, but soon after scientists have discovered
a way to grow them on the moon, and colloquially they are known as 'moon crystals'.
Hashimoro Crystals generate dangerous levels of electricity, known to distort space-time.
Brave crews of moon harvesters are risking their lives on the moon to ensure the prosperity of humanity.
This is a declassified story of one of those crews...





| Link | https://xk.itch.io/harvest2300 |
| Link | https://xk.itch.io/harvest2300 |
| Original URL | https://ldjam.com/events/ludum-dare/52/harvest-2300 |
Ratings
| Overall | 3th | 4.394⭐ | 35🧑⚖️ |
| Fun | 13th | 4.242⭐ | 35🧑⚖️ |
| Innovation | 38th | 3.909⭐ | 35🧑⚖️ |
| Theme | 5th | 4.47⭐ | 35🧑⚖️ |
| Graphics | 15th | 4.379⭐ | 35🧑⚖️ |
| Audio | 10th | 4.197⭐ | 35🧑⚖️ |
| Mood | 2th | 4.672⭐ | 34🧑⚖️ |
| Given | 38🗳️ | 37🗨️ |
Top notch graphics and sounds, I almost feel those vibrations of a harverter knife.
The gameplay is not very innovative but ok for compo competitions.
Good job!
A bit hard to beat, spent countless attempts and always died at a random moment from a random stop that somehow got me when shields were down. Most luck were from attempts with agility bonuses at first two EXP rolls.
would evacuate.
I am very impressed with how you manage to merge such stiff driving mechanics with bullet hell and it doesn't feel irritating at all. I really commend the balance you struck. The machine feels heavy, but the opportunity to avoid monsters and projectiles is always there. And it feels particularly rewarding when you are managing to drive your vehicle through the mess without damage. But Agility buff is a must, of course.
Completed the game in my first run (well, second, but in the very first try I thought I can actually save the "save us" car and crashed three times into it, lol). I don't think the game is hard, for me it was the optimal difficulty. Challenging, rewarding but not punishing. Your ideas on game mechanics and their implementation are screaming of experience and talent, so I will eagerly await for your further projects.
Another thing deserving praise is visuals. Such refined pixel art doesn't feel like a product of gamejam at all. The atmosphere is there, the dialogues are rudiment but spooky enough to be remembered.
Anyway, the game really worked for me. Love each part of it individually and as a whole. Mad props!