The Soul Harvester by AdamWatters
The Soul Harvester is a Metroidvania style game taking loose inspiration from both Super Metroid and Axiom Verge.
The Game's World
As the game is a metroidvania, it takes place in a large(-ish) interconnected world. Some paths may initially seem inaccessible but make sure to come back to them once you've gotten some more abilities.

Harvest
The theme of this Ludum Dare was Harvest. In the game, the player harvests souls and uses their unique abilities to further progress in the game.
Controls
Keys 1-5 - Toggle on and off the soul's abilitites Z or Space - Jump
C - Dash (when enabled with '1')
X - Shoot (when enabled with '2')
A - Close Dialogue

The Source Code
The game was developed with Unity 2022.2. The code, and all of the games files are available at the Github link below
Tools & Software Used
Programming: Unity 2022.2 and Visual Studio 2022
Graphics: GIMP and Aseprite
Sound: SFXR and Audacity

| Windows Download | https://adamwatters310.itch.io/ld52 |
| Source Code (Unity 2022.2.1f1) | https://github.com/AdamWatters310/LD52 |
| Original URL | https://ldjam.com/events/ludum-dare/52/the-soul-harvester |
Ratings
| Overall | 261th | 3.152⭐ | 25🧑⚖️ |
| Fun | 251th | 3.022⭐ | 25🧑⚖️ |
| Innovation | 225th | 3.109⭐ | 25🧑⚖️ |
| Theme | 303th | 2.717⭐ | 25🧑⚖️ |
| Graphics | 316th | 2.63⭐ | 25🧑⚖️ |
| Audio | 272th | 2.364⭐ | 24🧑⚖️ |
| Humor | 266th | 1.905⭐ | 23🧑⚖️ |
| Mood | 275th | 2.804⭐ | 25🧑⚖️ |
| Given | 17🗳️ | 24🗨️ |
Loved the smooth textures and the soothing rain sounds. Would have liked to hear getting hit, too. At first I thought the first blue ghost was a friendly cause nothing seemed to happen when I ran into him. I only later noticed my health was affected.
Bumping against the ceiling was pretty frustrating at times :p
Also, the camera didn't move to the next area properly if you turned around right at the edge of the screen.
Sometimes the game can't work.I don't know why and it have a great influence on me.
Maybe it's my problem,but I have to say: This game isn't very interesing.
Sadly, I got softlocked on my first run of the game, so I had to restart from the beginning and do another run through

Then I got stuck in this section of the game, I was unable to get out of this hole and then I fell through the floor when trying to dash out, so I think my playthrough will end here.
Overall though, the concept is sound. A fairly good interpretation of the theme, that isn't just a farming simulator. The game only needs a lot of polish, more things to do, and it would be a pretty good experience!
Nice touch that the UI goes transparent when the player is overlapping it.
I like then ambience with the rain in the background.
Regarding the use of abilities I think it would've been better to have the gauge deplete on use instead of on a time. This keeps the gauge from being restrictive in a way that doesn't diminish when a player gets faster or better at using certain abilities, it also prevents players from just enabling the gauge and using the ability followed by disabling it right away, thereby using the ability for little to no cost. Although I did notice that you had put in some restriction to the dash so they would have to at least enable the ability while on the ground so I see that you did think of that problem.
Overall the idea of enabling and disabling abilities in real time is a novel and interesting twist on the metroidvania genre, but has to be handled with care as it can quickly get chaotic. I mentioned earlier that my keyboard limits me to using WASD so it's good that was added, but abilities get very hard to use effectively in that case.
Really good job, it's ridiculous to make a metroidvania during a jam and this one was enjoyable but the control scheme made it too hard for me to play properly.
The open-world map is well-made and huge for a compo game. Graphics are great. The UI dim is a great touch I didn't expect.
I know the character is just a rectangle, but it should still have a direction. If you press C without holding a direction key, it always dashes to the left instead of the most recent movement direction. The keyboard controls are bad, and I wish there was controller support. I didn't like how mobs respawned on each room transition.

The bumping on the ceiling is a bit frustrating, but I like the concept of your game!
https://www.youtube.com/watch?v=dnWqmLOzSps