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A jam submission

WIP Tree Planting GameView game page

Submitted by tarsi — 1 hour, 29 seconds before the deadline
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WIP Tree Planting Game's itch.io page

Results

CriteriaRankScore*Raw Score
Most improved#181.2501.250
90's#181.1251.125
Fun#191.5001.500
Overall#191.2921.292

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Great concept!

I think it has potential to be something special.

Had a lot of fun mashing spacebar as fast as I could

Submitted

I played your game on stream, here is the VOD: https://www.twitch.tv/videos/1839314176

I think there is some cool potential for this game! I can imagine levels where you need to find the optimal way to get your tree to out-grow other trees. I give some more insight in that video.

Keep it up =D

not much of a game, but a start for sure

Submitted

Nice work so far! Props for submitting what you have so far. Looking forward to seeing more :)

Developer(+1)

Decided one hour before the end of the jam to submit what I have just to participate. I'm not competing, just trying to stay motivated as I continue to work on my project.

My "game" is written in Javascript using Three.js as I learn about web-based graphics applications. The 3D assets are from Synty and are intended to be placeholders for more PS1-reminiscent models I will create in Blender. The game itself is intended to be an experiment in creating a third-person perspective puzzle game like Wetrix and IQ: Intelligent Qube, in which the player plants seeds, sprinkles water, grow trees, and harvests them as much as possible within the time limit of each round. The placement of seeds and water on varied and changing terrain would hopefully give rise to emergent strategy that could eventually be enough for a puzzle game loop.

In order to feel like a PS1 game, I am planning to render to reduced target resolution, use low-res textures, and low-poly models. I intend to reduce the material/lighting quality to either ambient+diffuse or just ambient lighting, and reduce some of the 3D math to low-precision fixed-point to add a bit of jankiness. Deliberate tearing/z-fighting between polygon seams and dithered colors  would also be nice if I have time.