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A Flowering Apocalypse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2 | 3.500 | 3.500 |
Enjoyment | #3 | 3.300 | 3.300 |
Overall | #3 | 3.300 | 3.300 |
Creativity | #11 | 3.100 | 3.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Was the majority of the art made by your team?
Yes
Was the majority of the music made by your team?
No music, but sound effects were all made by me aside from a few effects from Pixabay used for block hitting/walking sounds
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Comments
This is so cool! I love that you were able to make a whole sandbox minecraft-like game in just the span of a jam! The hygiene mechanic is a really cool concept (I love that original Tumblr post that this comes from) and implemented as a well-thought-out mechanic. (By the way just so you know hitting back in the options menu crashes the game on Windows. It's impressive that you have settings at all, though!) It would be nice if there was a way to keep track of your hygiene other than zombie aggression, the particles, and how green the screen gets, but I also get if keeping it ambiguous is part of the mechanic. I would also recommend adding an unbreakable layer to the bottom of the world to prevent people from falling out. (Doing that crashes the game btw). In any case, amazing job with this!! You somehow managed procedural generation and crafting among other mechanics in the time of a game jam!
This is the kind of scope that a newbie game dev thinks they can pull off in a week except you actually did it. Plus, I appreciate the theme of having to take a shower or else people will act aggressive towards you, which I think is pretty useful for CS majors to learn. Jokes aside, there's so much functionality that you can't immediately see but is so much harder than it looks - context dependent actions, item drops and pickups, a functional inventory system with working UI, saving and loading, options that work, etc. The hygiene is interesting - it's mechanically equivalent to a hunger bar, but it has the added effect of making the game easier by pacifying zombies when you use it, so the difficulty is reduced more than if it were just a hunger mechanic. It's also much easier to obtain flower paste than typical food. This makes the game overall very easy for someone coming with Minecraft experience. It would be cool to expand on flowers and make it a central mechanic - in the spirit of the original tumblr post, maybe this game could treat mobs differently, where taming and pacifying with flower paste is a central mechanic as opposed to combat. At least, I don't think flower paste did anything when I used it on the zombies. Still, a very cool project to pull off!
What the hell you basically made an early version of Minecraft?? that's hella impressive. Lovely world gen & textures! The zombie designs are pretty simple but honestly fit in with the aesthetic of the world. I especially like how fast they are, they can really sneak up on you if you're not careful. Besides the recipes given to you, I'm not sure if there's anything else to explore underground or past spawn? It's pretty simple at the moment but it's got great framework for a minecraft-inspired game, and once again, really impressive you made this in such a short amount of time! I also was wondering about the significance of the title and flowers
I didn't understand how the topic was covered here.
impressive world generation, smooth UI, and interesting/fun concept! honestly, I'd probably play minecraft off of peaceful mode if there was something I could do to prevent monsters from even bothering with me
I felt a little too short but honestly that's just a realistic gaming experience for me lol
This looks so cool! Really impressive that you managed to do this during a jam. That description reminds me of that blooming dead tumblr thread that went around a while back—is this in reference to that perhaps?