We Harvest as One by Ben Toosey
Harvest your crops across 8 levels of increasing difficulty!
Everything was created within 72 hours for the Ludum Dare game jam #52, including art, music, font, and code.
I highly recommend playing in full-screen, as some UI elements crop out when in smaller resolutions, plus it's a more enjoyable experience that way anyway.
Tools Used: - Unity - Asesprite - FL Studio
There are some responsiveness issues seen on certain display resolutions I've noticed where the UI elements overlap the walls. I'll take this into consideration for my next game.
Please leave a rating and feedback. I'm still very new to game dev, so any feedback is welcome.
Thanks for playing, and enjoy!

| Play It Here | https://btoosey.itch.io/we-harvest-as-one |
| Source Code | https://github.com/btoosey/Ludum-Dare-52 |
| Original URL | https://ldjam.com/events/ludum-dare/52/we-harvest-as-one |
Ratings
| Overall | 55th | 4.098⭐ | 48🧑⚖️ |
| Fun | 50th | 4.078⭐ | 47🧑⚖️ |
| Innovation | 181th | 3.663⭐ | 48🧑⚖️ |
| Theme | 485th | 3.576⭐ | 48🧑⚖️ |
| Graphics | 260th | 3.933⭐ | 47🧑⚖️ |
| Audio | 216th | 3.605⭐ | 45🧑⚖️ |
| Humor | 578th | 2.425⭐ | 42🧑⚖️ |
| Mood | 337th | 3.561⭐ | 43🧑⚖️ |
| Given | 35🗳️ | 64🗨️ |
How did you make the music? it's perfect!
Well done!
My piece of feedback to give, is that there's a noticible difficulty spike from level 7 to level 8, enough to be jarring and pull me out of finishing the game; but other than that, I really enjoyed it! Great job, keep it up! :clap:
Also, Baba Is You is an inspiration for the art, for sure!
the only thing which could be improved for me is the lack of visual feedbacks. but great job however!
Nice music and arts too!
Well done!
When I first started playing I didn't realize that movement was grid-based, and had a few accidents until I realized that. Some solutions that come to mind:
* Add a slight delay after every move (Sacrificing speed of play, which might not be worth it)
* Make the floor look like a grid so that it's obvious you're looking at one (Sacrificing art, maybe)
* Do ^ but only around the characters, in a + shape (Sacrificing art less?)
To me it seemed like final two levels weren't really harder, they just had a lot more softlocks than the previous levels, and so it took longer to find the correct path.
Those are tiny nitpicks though, this felt like a well rounded and complete game, nice work!
PS: No dark theme?! :P
I often only look at one of them, and then let others step into the trap, so I played again many times
The map design of the last level is great! I threw myself into it and was very happy when I untied the route

@hfsevans One thing I thought about adding was checkpoints, so that in longer levels you don't need to restart a long stretch after getting so close to the end of a level. However I didn't have enough time really, but perhaps in a future version with longer levels!
@batbro051939 There could be some crazy puzzles with 15 characters! I might explore expanding the game further, and would definitely want to add more characters :)
@lone-wolf Thanks for your great feedback! I especially love your suggestion of a small grid area around the play to signify the tile-based movement! The last level does have a lot of soft-locking involved, but I found it quite difficult to design without that within the timeframe of the jam. If I were to expand it I would definitely try to iron out any unnecessary soft-locking for sure. Also dark-theme would be a lovely addition too!
@yx0884 I'm glad you enjoyed it so much, thanks for your feedback! I see you were one of the unlucky ones to experience worse wall tile textures than others (I still don't know why that is for some people and not others)... Funnily enough, your way of completing that last level isn't the one I had in mind when I designed the level! From watching other people play, there seem to be at least 3 different ways of completing that level, which I find quite interesting! Something to consider in future level design, at least.
I liked the "control everyone together" mechanic.