Harvest Heist by 3ggplant
Controls: Arrow keys to move. Eat watermelons to stay alive, and avoid the arrows from the scarecrows. You can run into scarecrows to kill them. The game ends if you get hit by an arrow, or fail to eat a watermelon before the bar at the bottom of the screen empties out.
Note: The WebGL build is missing some terrain details due to shader issues. Please download and play the Windows build if you can.

Ratings
| Overall | 323th | 2.795⭐ | 24🧑⚖️ |
| Fun | 285th | 2.841⭐ | 24🧑⚖️ |
| Innovation | 332th | 2.238⭐ | 23🧑⚖️ |
| Theme | 261th | 3.182⭐ | 24🧑⚖️ |
| Graphics | 265th | 3.068⭐ | 24🧑⚖️ |
| Audio | 258th | 2.5⭐ | 23🧑⚖️ |
| Humor | 226th | 2.278⭐ | 20🧑⚖️ |
| Mood | 298th | 2.625⭐ | 22🧑⚖️ |
| Given | 34🗳️ | 23🗨️ |
And the cute graphics reminds me of my Nokia 5230 LOL.
The hp disappears too fast to penta kill for the a recover time after attack which is a reaally NICE DESIGN!
I got trouble finding the generated enemies and melons. I think at least one of the two should be less random.
Since watermelons are to be harvested, it might be better to have an about 5-second growing time after the watermelons can be found before they can be eaten.

So it's very frustrating really. Dodging the shots is basically just up to luck and sometimes the watermelons just can't be found in time. Died several times without finding a single melon.
Kicking the scarecrows felt weirdly random too. Sometimes they just got their shot off without any warning so I guess the tactic is to only go for them right after they've shot. And you weirdly get stuck there for a while too which makes you vulnerable another scarecrow attacking you while doing so. But you lose too much time doing so as you pretty much constantly need to be on the prowl for the watermelons.
Seeing the shots is pretty difficult and I'm not even red/green colorblind. And the shots move so fast that it's really difficult to dodge them on reaction. Their hitboxes seem too big too and it makes very difficult to estimate how much you'll need to dodge. And the fact that they shoot even from off screen and sometimes in random directions doesn't really make it any fairer.
Also a quite weird design choice to have the player position etc not reset on retries. Sometimes you can just already have an arrow coming right at you when you start.
Anyways, good job! 👍
Some more tries later, needed to beat that minute marker at least...

Some things I missed: some way to know where enemies are when they are too far away from the screen, something to avoid enemies from spawning right besides the player, and this is a selfish thing but I wish the game accepted WASD besides the arrow keys (my laptop's arrow keys are too small 😅)
Dodging shots mostly felt more like luck than anything.
The arrows are sometimes hard to sea, maybe making them bigger of having the trails more visible.
Nice game!