Elonkorjuu - Live Harvest by Tutti Ankka

Story
It's august and it's time to harvest the crop. Too bad your teeth fell off back in 1985, so you are stuck hunting with only your trusty and rusty sickle.
Your goal is to hunt every living thing inside the level and go back to sleep inside your cozy coffin. Beware of * lighted * spaces as you are allergic to light.
Controls
- WASD - Move
- LMB - Attack
- SPACE - Dash
- ESCAPE - Exit
- PAGEUP / PAGEDOWN - Change mouse sensitivity
- M - Mute music
Tools Used
- Unity as game engine.
- Famitracker & BFXR for sound effects. Player voice recorded with an SM57 into Cubase.
- Blender & GIMP for graphics.
Credits
- Jorma Rysky - Graphics, Level Design, Game Design
- Tutti Ankka - Code, Sounds & Music, Game Design
| Link | https://codingduck.itch.io/elonkorjuu |
| Original URL | https://ldjam.com/events/ludum-dare/52/elonkorjuu-the-life-harvesting-game |
Ratings
| Overall | 62th | 4.068⭐ | 112🧑⚖️ |
| Fun | 120th | 3.895⭐ | 112🧑⚖️ |
| Innovation | 305th | 3.436⭐ | 111🧑⚖️ |
| Theme | 265th | 3.923⭐ | 112🧑⚖️ |
| Graphics | 44th | 4.473⭐ | 114🧑⚖️ |
| Audio | 98th | 3.873⭐ | 112🧑⚖️ |
| Humor | 265th | 3.257⭐ | 105🧑⚖️ |
| Mood | 66th | 4.116⭐ | 110🧑⚖️ |
| Given | 76🗳️ | 149🗨️ |
F Pressers pay you respect
I like that you even included support for people to insert their own level files! I'm sure it was part of how you generated your levels, but it's nice that you exposed it.
I just can't say enough good things about this. Nice job! By the way, I somehow got the game to crash in the first level when I walked up to the house? Maybe unrelated?
Yeah, if we have our own notepad level format, then why not exposing it! Not expecting people really experiment with it, but it did cost us nothing to make it available.
Really like the ambiance and the art style! On top of that, you have straightforward and obvious game rules, so I knew what to do without even reading the controls/game description.
Good job and good luck on your next game making adventures !

(Yes I died often but it was to try tricks! ^^ )
- I love the graphics, reminds me of Obra Dinn.
- Level design is done well so you can learn the game while playing.
- The controls are both dynamic and smooth.
- Music and sounds are well designed too.
Everything works well together. Really good take on this one !
Jätimme webin tarkoituksella pois tällä kertaa, viimeksi toimi niin rujosti ja kerää lähinnä heikkolaatuista huomiota, mutta en tajunnut sen sulkevan mac käyttäjät pois.
Haha! This kept me entertained more than I thought! Really great game... Takes me back to the old arcade games... This is what I'd call simplicity done right... Really enjoyed it! Great job! (And it even has an option to make your own level?!:O)
The final couple levels can get pretty challenging but it's fun
Great work! Love it :D
It was just sometimes a little confusing about which direction I was facing, also it takes me retries to understand which were the lighted tiles.
But overall, the voices are cool, the idea is great, well done :)

I had a lot of fun playing this one! Well done
The art is stunning, the controls are perfects and the concept is easy to understand.
I enjoyed how you mananged to add new mechanics at each levels.
Good job!
And crunchy sound effects.
And intuitive gameplay.
Got really fun a few levels in when I realised it's designed for speed running. 58 deaths, 281 seconds.

My score is skewed though cos I skipped a level, I died in the town but instead of "restart lvl" it said "next level" and I went to a later level in a field, don't know if it actually was the next lvl.
Looking forward to more games from you guys, this was great ^^
- Some sounds are too unpleasant (like ticking of you health).
- Animation of reaping is too simple, could be done much more satisfying.
- Ghosts models had some artifacts.
- Camera rotation lock doesn't feel well in 21 century. I'd suggest you to let players see around them in all directions. It's not Doom 1.
In general – interesting experience and seems like a complete game. Good job!
On the third level I kept getting killed by the white ground and I think there was some misdirection because there was a path straight through the white ground.
- I did not really know that the white tiles were deadly before. I thought I encountered some kind of bug
- I think the background music is very nice, but it does not go well with the dark nature of this game
I have nothing else to say. I think we have a winner here.
Edit: first I did not know why you choose L, M & B as attack buttons. And then it hit me... That stands for LeftMouseButton :'-)
Is not LMB kind of standard abbreviation for left mouse button? I thought so, though you are not first one who did not got it. Might have to update wording in future jams.

Kiva! Hyvä työ. Se oli hauskaa. Minä rakastan "visuals" teidän pelassa. (Olen Tšekilainen, mutta oppin suomea :) )
I think a little more leniency with falling off ledges / getting caught in the light and perhaps an alert sound / extra initial time before shooting for those with guns would go a long way to help make the fast gameplay style feel a little more smooth.
Great work!

I would have liked to be able to change the mouse sensitivity. It was insanely high and made it significantly harder. After each level I didn't really know if I had made a good time or not. A "possible best time" or bronze/ silver/ gold after each level would be an excellent addition to an already great play.
Keep up the good work, see you next jam :)
Thanks for the suggestion. You are in luck, cause earlier today we discussed about what we want to show in intermission screen, and "par time" were one of em.
I'll give it another try once the par time is added. I got a total of 350 in my run, but im guessing it can be done alot faster .)
i love both your visual style and level design sense, especially the use of dithering and color. gameplay is the perfect balance of simplicity and engaging.
the fact that you even support custom levels is just crazy for a jam!
main feedback would be that i don't think the BGM really fits the atmosphere, i would have gone with something more atmospheric, eerie, and moody, less rhythmic and up beat. but that's just a personal sensibility, the way it is now feels like it would be right at home in a 1980s arcade cabinet.
That support for custom levels is really just support for levels. That is how we made all the official ones.

Just bunch of numbers on text file.
In post jam/future jams you are able to create those levels with real tool. Working on universal graphical .txt level editor that requires none integration to the game, making possible its use even in jams that disallow using existing code Cant be arsed to go back to notepad.
https://gyazo.com/dbe7d46f9e9f86c1d7f2394b696d6cbc