What a great little shooter. I love that the birds can steal your hat - it really adds character to the game. The animations are simple and charming. It could use some music and a win condition.
Very nice.
Cool little clicker. Nice work for a beginner. I managed to crack 1000 points before the time limit. You're using a much higher resolution than 84x48 and the fade in uses more than 2 colors. I would look into dithering animations to make the growing circle more interesting. Some music would also really help.
I love the animations and the Initial D reference. It was unclear that the numbers were what you want to shift. It feels pretty difficult. It's wild you're shifting to R in the middle of a race - doesn't that blow out your transmission!? Having it start where you left the stick - while it makes sense - feels a little unfair. The stick should probably start in neutral each round.
I like the presentation. It does feel like a glorified sfx test. There should be an immediate sound effect each time you plant or remove - it currently feels very unresponsive. You might check out Electroplankton as reference - obviously very different constraints, but your game would be vastly improved by having some additional interaction.
Movement feels very slow. The web version is WAY too small. The downloadable version does not have a locked resolution - so it scales up everything except the HUD. I'm glad there's sound and music, but it's hard to make any progress. There have been a few FPS games in this jam, and I really don't think the format lends itself well to make FPS games. Perhaps I'll be proven wrong.
Thanks for experimenting.
I kinda like the main conceit of this game - controlling the windmill is fun. My main quibbles have to do with completeness and sticking to the resolution requirements. You really need sound or music in a game like this. You're also rendering subpixels on the grain and sheep is not locked to the pixel grid. It's pretty hard to tell the difference between facing forward and backward - a few frames of animation between each direction would go a long way to making the control feel smooth. When sheep come from the top or bottom, you have almost no time to react.
You have a fun idea here and it would be worth expanding on.
I'm sorry to say, but the gameplay is a little boring. Walking around the town feels a bit slow and uninteresting. The squirrels certainly add a challenge, but just walking up to buildings to see if they have food is kinda meh. Faster movement would make it feel more arcadey - which is what I think you're going for. You might consider Crazy Taxi as a model for a game like this - you're trying to grab something and take it somewhere else in a time limit. Movement is the core mechanic and the movement must feel awesome. A map would help identify where you are and where you want to go. Music would also go a long way to making longer trips feel more interesting. Some animation for dropping off/picking up food would give the player a "reward" for each moment.
Great start though.
Grinding for followers makes me feel dirty. I like some of the secret items you can grind, but I feel like the last one is a little bit of a let down - I was expecting something really wild. Having arrows switch sides makes it a lot more difficult than it otherwise would be - I kept second guessing myself.
Nice work.