I second the compelling atmosphere and interesting visuals.
Really like the Vibe and the growing flowers mechanic is unique.
Criteria | Rank | Score* | Raw Score |
Originality | #206 | 3.625 | 3.625 |
Presentation | #331 | 3.167 | 3.167 |
Theme | #397 | 2.917 | 2.917 |
Fun | #480 | 2.458 | 2.458 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
Flower power:
"Power is a tool to reach goals, not the goal itself"
Use superpowered flowers to fight enemies.
Gathering:
"Power begets power"
Gather power to challenge intruders and protect your home.
Emergence
"Synergies between powers can create more than the sum of their parts"
Find ways to combine your increased power with flowers and their strengths.
Power of Nature vs Power of Metal.
Game start is a rough, unclear how to play - please view main page for demo gifs.
Gameplay Video: https://youtu.be/soauF7iegT0
Controls
WASD - movement
Space - jump
hold Shift - sprint (while not planting)
Q - Gather surrounding flowers
Hold E - Plant flowers
ESC - Pause menu
Normal spiders have 10 health
Elite spiders have 100 health
Boss spiders have 1000 health
First flowers are combat-ready - gather them only after defeating the ambush.
Most others need to be gathered and planted before they start producing energy orbs.
I second the compelling atmosphere and interesting visuals.
Really like the Vibe and the growing flowers mechanic is unique.
I second the compelling atmosphere and interesting visuals.
Really like the Vibe and the growing flowers mechanic is unique.
Fun! I was impressed with the movement and animations given the development time frame.
You've got a compelling atmosphere and interesting visuals, and a decent gameplay loop.
Some notes on possible improvements:
Variety of play: there's no strategy to placing plants anywhere, I found the best way to play was to just hold all the buttons and put down as many as you can in one place.
Orientation: I didn't feel any motivation to keep me drawn in -- there's no story hook, and there isn't really a positive feedback loop for defeating enemies. You get more "power" but it feels secondary to the game and unimportant.
Feedback: All the little interactions in this game should have feedback -- there's sounds for being attacked and hitting enemies (plus the particles, those are great), but I found myself just mashing Q trying to pick up plants, not even knowing what I was picking up or from where (highlight pickup radius? highlight pickable plants?).
Given the 1 week we had to develop, y'all did great. Love that this game feels well put together in an atmospheric sense and that there's a relatively satisfying moment to be had once you've got a large group of enemies and a lot of plants. My critiques are just the sticking points I noticed were holding back your strong points. Keep working!
Thank you very much, really appreciate the feedback! More interaction feedback is first priority, and we also have designs for different types of effects for flowers, different powerups, new areas that can be reached only when powered up enough, etc. Story is also in the works, just have not had the opportunity to present it in the game.
So yeah, we are definitely working on it, though we did take a few days off - the jam rush was awesome but exhausting, needed at least a couple of days to catch up on sleep, cleanup, go outside, etc.
The environment if given time can be really awesome, and the character design is cool. Once there are a lot of spiders, though, they can reaaaallly eat up the performance, and it tanks pretty quickly. The fact that you procedurally animated the spiders is pretty cool (probably could be what's eating the performance), so I think in a later version if you focus on the environment, combat mechanics, and possibly just give different spiders different abilities, etc this has a lot of potential to be a fabulous game. Great job!!
Thank you! The performance is impacted by certain trees having colliders and overlapping on each other, as well as inefficient use of particle system (too many lights on particles), and some other things - already fixed in the build we are currently working on, but new issues popped up - the amount of tech debt accumulated over the week of rushing is adding a lot of friction...
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