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Thanks! Yes it's my heavily rebalanced  Ludum Dare 52 entry, I fixed all the bugs I could find, refactored the code, and added new ideas and all the best suggestions I was given.  It's still a simple clicker game but I'm trying to make it the best I can as a fun experiment, because it's a style of game I'm not familiar with at all. Did you take part in the last Ludum Dare too? If so, I'll take a look at your game 😁

About the auto harvest not being visible from the start, I made the decision to hide things you can't yet afford, including the upgrade pages for the other fruits,  but the jury's still out on that one. On one hand knowing in advance what you can buy later can help help you plan, but on the other it might be discouraging to notice that a banana tree costs 4000$ while an apple only sells for $1 🤔 

I have participated in Ludum Dare a couple times, though last time I was never able to think of a game I liked that was short enough to finish for the jam. However, it did inspire a couple ideas I am still working on, like my prototype for Time Harvest in Space, which I hope to finish someday.

See what you mean about not wanting super expensive things to appear too quickly. Especially for a game that essentially has one long level that does need to unfold to some extent.  In that vein, maybe starting with no actions beyond Pick and having Sell and each individual upgrade be added as you pick and earn larger amounts of money in the style of unfolding games such as "A Dark Room" could be an interesting way to go.