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Plant Boy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #4043 | 2.817 | 2.923 |
Overall | #5975 | 2.051 | 2.128 |
Enjoyment | #6464 | 1.705 | 1.769 |
Style | #6757 | 1.631 | 1.692 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You scale your character to defeat enemies.
Development Time
96 hours
(Optional) Please credit all assets you've used
see description for full credits
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Comments
I liked the idea of using plants/trees this way!
I like the idea of plant-man!
Moving is too unpredictable in any scale at now, but game has potential of growing ;)
Maybe it should be more like tower defence gameplay with planting different types of trees and other plants with using water as a resource?
Also check my game too, please :3
I want to keep Plant Boy separate from a generic TD, and am not planning to make any more drastic changes to the game, but I appreciate the feedback and will check out your game indeed.
I really liked the ability to grow trees, I think playing more around that could've been cool. As seen with the comment, I wasn't that big of a fan of having to constantly go back to the water to re-fill. The grab move was fun too (although I think the text on the vehicle got a bit crazy when grabbing it). Seeing myself grow and shrink was cool too, overall a good game :)
Thanks for the comment! I can’t do anything but agree with you. I’m definitely planning an update in the future with complete graphics, juice, bug fixes, balancing and as mentioned, a rework of the water mechanic. Although, I need a break from game dev for a while after these intense days. The text over the enemies was a placeholder health display that I didn’t bother removing since I didn’t want to risk having any null reference errors that could completely break the game when I was so close to submitting. It’d be an easy fix, but I had other priorities.
I like how you made humans the bad guys.
I didn't like the water mechanic though. Simply having enemies come and steal your size I think is enough. Maybe to balance it you could move even slower or attract (or scare off) enemies when you're large.
Could be quite a cool arcadey game.
Thank you for the feedback! The water mechanic's purpose is to make the player have to play more strategically and decide whether it's worth scaling or not. Without the water mechanic, taking damage wouldn't be punishing at all, since you would be able to scale up right after. Although, I agree that having to run to a certain spot just to refill your water isn't too fun. I think the water mechanic could use a rework, perhaps other ways to regain water. I'll make sure to play your submission.