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Horti's Rapid RoBotany's itch.io pageRate this game
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How does your game represent "Power"?
The game revolves around a small maintenance robot named Horti recharging giant lemon batteries in a futuristic greenhouse. Each level has one lemon battery that the player must charge in order to continue. The player must manage the total charge of the lemons, the speed the lemons are charging at, and the reserve power of the greenhouse all at once in order to succeed.
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Comments
One of my favs so far. Only critique is that it ends.
TYSM!!!
This was super fun! Really simple but fun loop. It was a blast to play.
TYSM!!!
Fantastic entry! Super solid gameplay loop, cohesive style/art/vibe, bangin soundtrack; awesome job!
Hell yeah! Thank you so much!
I'd unironically listen to this soundtrack while I work.
That means a lot, even though I didn't actually make the music. It's from a Humble Bundle I got a while back, I do not have a musical bone in my body. I'm planning to get someone for original music in my next project though, which should be nice :)
This is the most polished game i've run across so far, great gameplay loop!
TYSM!!! It means a lot :)
Really liked this one! The art style, including the UI, was beautiful, and I found myself really enjoying the level design and pacing of the game.
Hell yeah, I'm really happy you enjoyed the game! Your nice comment means a ton :)
First off, the game design on display here is exemplary. Each world's unique mechanic was introduced clearly and gradually developed, leading up to that world's climactic final stage which requires mastery of the mechanic. Planning an optimal route through each stage and then executing it is a blast, and the enemy placements (and the timed waterfall gates) did a great job of complicating the routing on the fly. Even though Horti doesn't meet the criteria to be considered a "time attack" game, there's definitely some pseudo-speedrun appeal. Having to wait for an enemy cycle or getting stunned for a brief moment were effective soft fail states that motivated me to improve the route and risk close shaves with enemies to save time. My favorite level was Jumpy Jungle 2, but the quality was great across the board.
All this is to say nothing of the incredible aesthetic touches and sound design that gave Horti a fun and bouncy feel. That bassline kept me grooving until the credits rolled, and I'm sure I'll be booting it up for another playthrough not long from now.
TYSM!!!!! I really appreciate the kind words :)
Beautiful art, buttery smooth controls and game feel, funky soundtrack: This game has it all.
Not to mention it's impressive just how much juice you squeeze out of such simple mechanics. THERE'S SO MANY LEVELS! It's too bad there's no web build, which might turn some people away.
Thank you so much! Originally there was going to be 5 worlds, but I lost a lot of time towards the end and had to cut the last 2. Also for some reason the pause menu kept crashing the html version, so I decided it would be best to just cut that version entirely instead of wrangling with gamemaker until it worked. I'm really happy you enjoyed the game, thanks or the kind words!
really fun game, the movement feels clean and that smooth music makes me want to just leave it open even when im not playing
TYSM!!! It means a ton :)