Ah, you used the submitted version. Yes, I know that version was only working on Linux simulator. I shared another version via github for people to play on device. Now that the judging is over, I re-uploaded a version that works on the device. Sorry for the inconvenience.
Jomag
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Thank you so much. I haven't used a Squids template though. (I believe Squids is using only Lua, I wrote my game in Rust). But my assets come from https://www.kenney.nl/ and maybe Squids used the same assets?
I think I just managed to build it for the device. But I cannot test it because I don't have one yet... You can download it from here: https://github.com/jcornaz/play-jam-4/releases/tag/play-jam-4-submission
I think I just managed to build it for the device. But I cannot test it because I don't have one yet... You can download it from here: https://github.com/jcornaz/play-jam-4/releases/tag/play-jam-4-submission
I think I just managed to build it for the device. But I cannot test it because I don't have one yet... You can download it from here: https://github.com/jcornaz/play-jam-4/releases/tag/play-jam-4-submission
Yes I don't think it is actually possible to harvest 100% of the field. 63% is a great score!
Initially, it was an intentional a design choice to have the edges of the field more difficult, so that it creates two opposing forces: To stay on the center is easier, there will be soon not enough crops on the center.
Of course, I realize that it is too hard in its current state. Probably, the enemy should spawn at least a little bit farther away, and/or the player should get access to a stronger means of defense as a reward after harvesting a significant %age of the field.
Thank you for trying the game and for your feedback :-)