In Col. Crop, you play a simple carrot farmer hired by some government suits to raise an army of super soldier carrots. After they hand over a hefty wad of cash and a suitcase of radioactive substances, you trial test the crops to find out if the radiation works - and it does, almost too well as giant carrots surround your farmland. Being the top notch carrot farmer that you are you find that the massive carrots are very costly, destroying your crops, and further decreasing your ability to make more soldiers.
This game seeks gameplay influences from basic smartphone tap/response games like Tap Tap and other rhythm games; however instead of responding to pre-programmed rhythms Col. Crop uses random patterns, using physical cues (twitching carrot leaves) to initiate a response from the player.
Basic Mechanics:
Game Features:
Why carrots? Built-in night vision of course
Why not call the game "Colonel Carrot"? If I decide to add other crops, then Col. Crop (or Colonel Cultivate) is a little more forgiving if changes are to happen.
Quick concept art I came up with, recycling the cactus evergreen concepts (shh, tell no one)