Thank you!
I'll need to work on making better tutorials in the future, this one was kinda added last minute...
I simply had trouble wrapping my head around which control go in which direction. Maybe an idea would be to simply map the controls depending on the actual direction on the screen? (For instance, pressing S and D would make you go down-right and simply S would make you go straight down.) It simply is an idea though, maybe not what you envision for your game. I personally think it would be more intuitive.
Edit: I somehow missed the part of your response about the controls similar to top-down. I'm guessing this is what I'm talking about. Guess I don't know what the right solution is then. It may actually be fine as is, but is certainly takes some time to get used to.
You can get used to controls pretty quickly working on your own game, I know something about it, most criticism on my game this jam is about unintuitive controls x)
I feel like the game is pretty much impossible without knowing exactly where you have to go... Perhaps make the growth slower would help?
Overall a very interesting idea, I really feel like the idea would shine with a bit less difficulty, allowing you different paths depending on your current size.
The presentation was also really good. It felt polished.
I didn't understand how to make the villager turn back until I read the comments here.
Once I got this I managed to get further, but I stopped around night 6 because it began being a bit repetitive.
Interesting concept! I'd say maybe the player was a bit hard to control or should go a bit faster? I also think it's not super hard to survive since the population grows rapidly.
Oh, also, thanks for including ZQSD controls but they didn't work for me for some reason?
Pretty cool idea!
As some said before me, I wish dehydration would be a bit slower.
I was also a bit confused by the perspective starting from level 2. I had trouble discerning background and platforms.
Pretty nice game nonetheless, I also thank you for the controller support and I think I noticed you allowed jumping for a small window after leaving a platform which is always nice to see.
Thank you for the praise and criticism!
I personally don't think hoeing the whole map at the start is a problem, you don't have enough seeds to plant everything anyway and it's heavily discouraged by the long cooldown.
Overall the hoe isn't extremely useful in this game anyway, it can be used to create fun patterns and may be necessary in the end-game to plant more high-value seeds but that's about it.
I agree with the rest of the criticism though, the wall of text is something I hate too but didn't really find another last minute solution unfortunately. The hoe thing is also something I'll keep in mind.
I wondered if the money system could even be assimilated to health, so I didn't consider it as a Wild Card in my submission. Happy to hear you interpreted it this way!
Thank you for the kind comment!
The difficulty was indeed adjusted last minute, we'll focus on this part of the experience earlier on in future games.
I'm surprised by the decimal point problem, I actually used the stepify function and never met any problem playtesting... I'll keep that in mind anyway.
I actually thought about the sound effects but didn't manage to add them in time... Maybe another thing to focus on earlier on!
Interesting concept but I had a few problems:
Cool game! Didn't understand the point of the scraps though, didn't seem like they restored your life nor counted towards score? I may have missed something though.
The ending indeed is pretty hectic, I kept dying by being stopped by cars going straight into me and then being shot by all the other cars at once. Pretty intense stuff if I do say so myself x)
I agree with what Nivosin said, and I'd add that I found a "glitch" or technique that allowed me to kinda break the game...
I scaled up the stick and mashed right click on the character, which made it "fly".
But flying was pretty fun anyway and the idea itself was pretty original so I had a good time!