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Move on's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #240 | 4.333 | 4.333 |
Overall | #587 | 3.833 | 3.833 |
Creativity | #919 | 3.806 | 3.806 |
Enjoyment | #1442 | 3.361 | 3.361 |
Ranked from 36 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 grow a plant from a tiny sapling to a tall tree, and then you climb up the plant beyond the clouds! The objective is to reach the star at the very top of the sky.
Development Time
96 hours
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Comments
The game was fun and interesting, the only thing i stugled with was i kept trying to jump and turn midair to water a petal above me but that does not work, otherwise like i said a fun game and an interesting idea. Good job :D
Very fun game, one of the best looking pixel art in this jam. Loved the colours
Really nice art style and creative mechanics! Love all the polish, really well done!
The color choices and pixel are is so pretty. Also a very unique platformer concept, great game!
Thank you so much!:) I'm glad you like the colors haha, struggled with unifying the pallet quite a bit in the early stages of development.
pretty good idea! i think controls could change like jumping using space (z wasn't intuitive for me) and the scissor and watering plant could be a key on it own instead since it feel a hassle to go and pick them up everytime I want to change
Thank you so much for the feedback and for playing!:) I agree, an alternate control scheme where spacebar is used for jumping would be really helpful. As for having a dedicated button for both tools -that would mean there'd need to be a dedicated button for picking up / droping seeds as well as using them. That's a total of... about 4-5 non arrow key buttons for a simple game such as this, which feels wasteful. Maybe the ability to store a tool / seed in a water bubble that the follows you around would be a more interesting solution to the problem.
Fantastic game! I found myself playing for way to long haha. The art looks great, and the entire experience is just super relaxing.
Thanks so much! I'm happy to hear you enjoyed your time with the game:)
Wonderful game. I jumped in without reading the controls or that there even was an ending and ended up playing the whole thing. masterpiece! So many nice details. The fact that you have to juggle your tools. That you can speed up while falling downwards. That you can stand on the birds and that they drop seeds, that there are different “sky” biomes. the fact that the siccors also work as a movement ability, and (something i found out by accident) even work up and down.
Great music too. Lovely.
Technical feedback: Some ingame controls screen or something might have been nice, it took awhile before i got the controlls. Also when bying a flowor, if holding a tool, it will drop on the shop and You might buy more seeds that you don’t need while picking them up. It would have been nice to be able to pick up the floating water before it drops, I tried that a few times since it seemd intuetive.
WOW.
Just... wow.
I've seen some bangers this jam but this. THIS takes the cake for me.
It has everything i want in a game. Tight gameplay where every system works so well with eachother, Super satisfying scaling, Immaculate vibes, amazing artsyle, good sounddesign... etc etc
I'm blown away.
This was amazing and i hope you continue working on this because there is definately room to grow for this game, and i'd love to buy and experience a longer experience based on this
5 stars all across the board!
Thank you so much!! This really made my day!:D I am definitely considering working on this game more and seeing where it takes me - if all goes well it totally could be a fully fledged, longer experience on Steam!
Amazing gameplay!!! Very proud to say I made it all the way to the end :D pacing is great and my favorite mechanic was the zipline flower. Good job!
Wooo I'm glad to hear you reached the end, congratulations!! And thanks so much for the kind words:)
This was extremely captivating. Probably the favorite I’ve played so far. Everything is really cohesive and polished. And the art is prettyyyy
If there’s one annoyance, it’s the damn controls. I’m always getting confused between C and X. I need to take a few moments to register which one is put down/pick up and which one is use, and constantly press the wrong one causing my stuff to drop, or using the watering can/shears by accident
I also wish there was some hang time when reaching the top of the flower, as it’s easy to miss the input. Or maybe automatically boost you up if you don’t press anything.
A bug I had encountered was the first time I played, I didn’t know what to do and the flower grew by itself (leftwards). Afterwards, no matter how much I watered it, it would not grow. I thought I was doing something wrong. Restarted and everything was okay. I’m glad I didn’t give up.
Great job!!
Very cute and original platformer! I really like the dash forward, it allowed for faster and more satisfying climbing :)
In case it helps, I think the platforms were a bit too small in the beginning (I often fell repeatedly while I was still learning the mechanics). Maybe it would help to have the lowest platforms slightly longer, as a form of forgiving tutorial? Very enjoyable game anyways, great work!!
Thank you so much! And I totally agree, increasing the size of the platforms at the lower levels is a good idea!
Very cute and original platformer! I really like the dash forward, it allowed for faster and more satisfying climbing :)
In case it helps, I think the platforms were a bit too small in the beginning (I often fell repeatedly while I was still learning the mechanics). Maybe it would help to have the lowest platforms slightly longer, as a form of forgiving tutorial? Very enjoyable game anyways, great work!!
This game scratches my brain visually, I love it!! The use of color is fantastic! So enjoyable
The concept feels very well executed and polished for the amount of time. I love the character design and the gardening shears felt very satisfying to use with how they make you dash forward. I like this game a lot.
Very chill game, all the mechanics fit in so nicely. I enjoyed slowly getting to top and seeing all the progress from all the way back down. Also the rope speed shortcut plant thing was a great mechanic.
What a delightful game. Surprised this isn't a 50+ ratings game because this slaps in every department. I loved growing my lil tree and the art, sound, & music that came with my botanical journey was lovely!
Thank you so much, I'm really flattered!!!:)
I loooooved the style, look, and creativity of the game. The theme and palette of colors pop so well. The only feedback I have really is just the controls, something about it just feels awkward. Makes the platforming challenging for myself. Also, ended up soft-locking myself quite a bit. Would've wished maybe for an undo or an ability to chop and grow parts of my flower (wasn't sure if that is even a thing you could do or not so feel free to call me out if so).
Regardless, fun stuff~!
Thanks so much for the feedback! Unfortunately I did not have time to add any sort of undo or trimming functionality to the game, though I totally agree that it would help quite a bit! Could you maybe elaborate a bit on how you soft-locked yourself? Were you ultimately able to finish the game or did it hinder progress to the point that you stopped half way through?
And yeah, controls seems to be the biggest point of tension so far. Hindsight 20/20, but I do regret not adding some sort of WASD & Spacebar control scheme to the game.... oh well, something to add to the post-jam version and to learn from for the future!
Loved the concept, great job.
Very creative take on the theme!
Scaling some sort of mountain or structure I think is a simple look at the theme, but growing in this method really makes this idea shine.
I really like the work balance you can sort of get into after growing the tree for awhile, where you need to basically do different tasks of cut the bramble, add new seeds in top locations, and make your tree more scaleable quickly. Being able to feel a sense of progression is very nice, with eventually getting the currency very easily, to also being able to visually see the progression you've made.
Growing out a seed spot is very satisfying to do, especially when it moves well into your favor. I do think there is potential here for the RNG of the root growth to screw you over, but maybe you have implementations within the game to prevent that from happening. I know I sometimes got some that were stuck almost immediately within themselves.
Having the different tools was a cool idea, but a bit annoying to need to scale the entire tree just to get different one. I think changing them to rather run out of uses, like the watering can, but you can hold all of them could be nice. Like having to sharpen the shears because they get too dull. I didn't find myself using the watering can that much, since it felt much more worth it to just buy a sprout that would grow much further, and I think having the watering can on me at all times would make me use it more.
I liked the idea of progressively buying better seeds and items, but I never found myself using the red seed that much. Maybe if it had the tradeoff of growing a lot more vertically than the other seeds it could have some more potential. I loved the design of the vine, since it builds a trade off of wanting to make the tree higher before you place it because you want to get the most gain out of it, but you can't try to go too high otherwise you'd likely just be wasting time.
Having a currency system I think also allows for the possibility of letting the player upgrade their tools, maybe making the watering can have more uses or shoot out multiple water bubbles. Or giving the shears a larger hitbox. I think it is very unique also that the tools allow for the player to move in more dynamic ways, maybe having some system to try to get the player to use this more (like the bubble bounce) would be beneficial.
The only thing that got me at the start was the awkward control scheme, it was very frustrating to navigate with seemingly random buttons, and not going to where I wanted. I think having multiple control layouts could ease this issue for different players, since different people have different preferences. I would prefer WASD movement with maybe E or 123 being used for items. But, I did eventually get used to the key bindings, it did take until about the lower level clouds to really feel like I could move how I wanted to.
The art is very cute and well made! I loved the little wave at the end :)
Great game!
Thank you so so much for sharing your thoughts on my game! I really appreciate you going in depth like this:)
The seedlings try to avoid other stems as best they can, but they do have a habit of getting stuck! Thankfully it never hard-locks you from finishing the game, as you can always buy more seeds or wait for a bird to drop you one, but it would really help to add some sort of "preference" system to the seeds. At the moment they don't really differentiate between turning left and right when an obstacle is in the way, which results in them making a bad choice at random. I do believe that it would help a lot if the seeds preferred to turn one way or the other depending on if that direction leads them higher up or not.
The choice of being able to hold only one tool at a time was intentional for both simplicity and to keep the entire tree relevant throughout the game. If the player had all their tools on hand at all times, there would be little reason to ever go back to the ground except to buy more seeds. Furthermore, the player can add vine seeds to help with navigating up and down the tree faster as well as just leave tools lying on the ground somewhere higher up the tree. I do agree however that the game would benefit from having more methods of keeping your tools close by. Maybe some sort of seed that lets you create a "mini shack" somewhere up top to retrieve your lost tools from, or a whistle that triggers a bird to fly over with a tool of your choice. Something to consider for the post-jam release, I suppose!
The red seed does have the benefit of spawning more bramble and thus giving the player more currency, but I agree that the balance of the two seeds could have been fine tuned better. In the later parts of the game, once currency isn't much of an issue anymore, the player doesn't have much of an incentive to buy the red seed unless they simply want a more challenging platforming experience. Making the red seed grow taller as you mentioned could definitely help, as would maybe making the store restock seeds at random, so sometimes you wouldn't even get the choice of a blue seed, as the store would only be selling two red ones. In an ideal version of the game, there would be loads and loads of different seeds to choose one, each with a different type of platforming challenge that they offer to the player, resulting in this ever changing climbing experience. One idea was to add a seed that wouldn't spawn platforms, but instead little balls that the player could bounce off of. Alas, I did not have any time left to add that into this version of the game!
And I agree with the upgrading feedback! I think the core idea of this game lends itself pretty well to further development. Allowing the player some sort of meta progression in the way of upgrading tools, unlocking new seeds, having some sort of floating islands with treasure, different obstacles to overcome at different altitudes (like wind or maybe the cold) - the game is bursting at the seams with potential! Who knows, maybe this could even turn into the first game I ever release on Steam...?
As a little insider info, this game was inspired by my recent experience of moving abroad from my home country of Estonia. Having grown so much while living there, making friends and connections, it was all a bit difficult to let go of but nevertheless a very important step to take in my own personal growth.
I wanted this game to reflect that - you grow and nurture this plant, interact with it all throughout the game, learn the best pathways up and down it, trim parts that hinder further growth while letting flourish the parts that help you on your way up. You put loads of work into it only to have to eventually let go and move on. I'm really happy you liked the little wave at the end, as that was a small little addition that meant a lot to me personally:)
Thanks again fo all the feedback! I already played your game as well (it was real good) and will try and return the favour in the coming days, but having moved only a week ago, a lot of my free time is still being spent on getting my footing in a new, foreign (but exciting!) place.
Love seeing such an extensive response off of this!
I really think this game has a lot of potential to be made into a fully fledged game. It obviously could go well into the theme of games like Getting over it or Jump king, but this one would have a unique take on it by being that you built the entire structure you need to climb, rather than having an awkward control scheme.
I like that this game came to you with your own personal journeys, it can definitely help create an emotional attachment, as well as just boost general motivation towards creating it.
I look forward to see where this game will go, if you decide to continue working on it :)
Wow what a cute and creative game! Loved the art style and the concept!!! I found the controls a tiny bit confusing but it might just be because I stayed up to 3am finishing the jam lol. Great work!!!!!