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A jam submission

PLNT. IndustriesView game page

The PLNT. Plant is leaking. Time to clear the mess in this arcade inspired game
Submitted by Zomare — 3 hours, 35 minutes before the deadline
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PLNT. Industries's itch.io page

Results

CriteriaRankScore*Raw Score
Gameboy Soul#1212.3573.333
Soundtrack/SFX#1221.8862.667
Gameplay#1391.6502.333
Overall#1401.7912.533
Graphics#1511.5322.167
Interpretation of the secondary theme#1541.5322.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

It's a neat little game, though a bit too unforgiving.  I like the idea of having the stages be randomly generated, but it might be working against the game a bit.  The very first stage I got was an unusually tricky one with lots of those slip-through holes, and I was kinda flustered while also figuring out how to play.

The second time the first stage was super-simple, though.  Maybe if there were more way to control the complexity of the generated stages?

Also, I think it would help if the platforms that go up to the edges of the screen would continue on the other side for at least a couple blocks.  Edge-wrapping is already a tricky thing to wrap one's head around without the extra difficulty of a platform that's on one side but not the other.

Anyway, those are just little details.  I enjoyed the game for what it was!

Developer

Thanks for the indepth criticism, especially on the stage generation. I haven't considered implementing a way to control the level complexity on account of the levels already being pretty simplistic, but it would be a good idea to add it anyway.
What do you consider part of the stages complexity specifically?

Also I wouldn't really consider those `just little details`, I appreciate it anyway :>

Submitted

A fun little Mario Bros-like game. I feel the amount of enemies could be dialed down or at least slowed down on that first level whilst we get our bearings. The only other thing I think could really trim it up would be having enemies stop each other from moving instead of them often being behind each other's sprites.

Developer(+1)

I kinda thought the opposite would happen, that the first leveel is way too easy and boring - apparently not. I agree on your second point, it crossed my mind too, but I didn't implemented it for some reason.
Thanks for the feedback :>

Submitted(+1)

Very simple and clean. My only complaint is that the player’s collision box seems to be deceptively large, making jumping around a ledge to get on top of it feel a bit difficult. The icon is really really cute. This is not at all related to gameplay

Developer

I can see your complaint. The collision box encompasses the whole sprite, and not just the main body/legs, which would have made more sense in retrospect, that also means it encompasses a whole bunch of nothingness (literal just a pixel) at the front.
Overall Thanks - it's indeed very simple, part of me thinks it's too simple, but welp.  I have no Idea what icon you're talking about btw :>

Submitted(+1)

The boy