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Through The Great Vine's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Top Marks | #1 | n/a | n/a |
Creativity | #56 | 4.440 | 4.440 |
Overall | #62 | 4.280 | 4.280 |
Enjoyment | #172 | 4.040 | 4.040 |
Style | #219 | 4.360 | 4.360 |
Ranked from 25 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?
My Game is about growing (and later on shrinking) plants to solve puzzles. They grow in scale
Development Time
96 hours
(Optional) Please credit all assets you've used
Daniel Linnsen's m5x7 font (beautiful), YouTube Audio Library, freesfx.com
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Comments
OKAY DOUBLE CONGRATS ON THE VIDEO!!!!!!!! You're killing it!!!!
thanks bro !!’ I’m so happy. A bit scary though. Feel like I’ve gotta follow through with it now
well you're already well past the finish line 🥲 anything beyond is just bonus :]]
Congrats on top 100 Luka! Super great work, hope to see you next year!!
Thanks Ivy !!!! Sad to see you didn't make it (your game was quite experimental). See you next year !
Aw it's okay, I'm proud of my score! I got a personal best rating in Style hehe and I think a 3.0 in Enjoyment is pretty generous for a game w/ no gameplay :P Next year I'll lock in!!!!
World of Goo vibe HITS HARD!!! Perfect fit for the theme, perfect fusion of mechanics, style, visuals and humour. I'm amazed with how deeply this game is polished, pixel-art growing vine animation, sign writing, puzzle desigh, "fluid simulation" and physics in general, sfx and music, it's just perfect all around! Great job!
This is a really in-depth puzzler! The mechanics are simple and work together nicely, and the level design was really impressive for a game jam. I really had to think creatively on a few of them. Nice graphics too! The only real critique I have is that it could sometimes get a bit tedious waiting for the vine to grow, but it wasn’t too bad. Really nice work!
*Note: The game window seemed to be slightly zoomed in, which clipped off the edges of levels and text on the menu. Nothing I did on Windows seemed to work, so it could be the game? Might be worth looking into.
thanks for playing ! I added that speed up for the vine but it might still be too slow. (Or maybe you didn’t know about that, in which case it’s too hard to find). I think that bug is to do with your screen resolution/ratio, sorry about that
The game taught me about it halfway through! It’s just the early levels that were a bit slow, it was much better once I got the right-click mechanic.
Good to know it’s just my device causing the bug.
This game has some of the most style I've seen, I love the artystyle! The idea is really fun too, so good job
Creative idea, I like it! I managed to die several times, pretty fun!
Really cool take on the theme. An impressive puzzles with a good selection of mechanics.
The water simulation aspect must have been hard to code in the jam. I found the puzzles where you have to redirect the water really fun.
My only criticism is that the orb dropping and getting lost if I make a mistake. Would appreciate an easier way to stop growing the plant. It's too easy to twist the plant unintentionally while trying to tuck the orb away. For example, you could make grabbing the orb permanent but the orbs ability only activates when LMB/RMB is pressed. This'd work for multiple orbs too.
The pixel art is really good. The tree looks really pretty when it gets big.
Overall this is a great entry!
Thanks for playing ! And I'm so with you on those two. I plan to change the colours so it doesn't get lost in the water, and yeah it's only gonna turn on when you're holding it. Thanks for complimenting my pixel art, I'm very proud of it. I am busy tomorrow but if I get a chance I'll check out your entry
Very impressive idea, have not seen anything like that! I loved it. And the art style with chosen music made the whole experience very enjoyable. I did not manage to solve all the levels, but I really liked the unique approach to the theme, really well done!
The one thing that might be worth checking out if you decide to continue working on this game in the future, is that water stops filling up if you make a big hole. I think I encountered it on level three when I needed to use one plant to make a pool of water so the other plant would start getting some water. Even if the water was constantly running pool stopped filling after some time. But it was not something too concerning, since I just replayed that level by making a smaller pool.
I liked the fast-forward feature too!
Overall, I enjoyed it. It was actually a unique and nice experience!
Thanks for playing ! Yeah, I know about that issue. There's a built in particle limit to stop lag, but it's too low right now.
Awesome game!! The level design and art is really good, I had a lot of fun.
Awesome game. One thing that is a 'bit' annoying, is where to put the shiny when you don't want to use it (perhaps some sticky place on wall could do the trick ?).
Well done.
Thanks for playing !
I’ve planned for them in the future to turn off when you let go of them, but I think you might have just come up with a new mechanic aswell. A lot you could do with that I reckon
The art style is great, and it’s a really interesting concept! I love the idea of growing a plant that interacts with the puzzles in the different levels!
This would be great extended into a full game. One feature that I think would be good would be to have a “rewind” feature to ungrow your plant a little, because it’s rather easy to get stuck when moving around to look at the level/read signs.
Well done!
thanks for playing ! I’m right there with you on the rewind feature . I don’t know how far you got into the game, but it is a feature . However it’s more of a puzzle mechanic. World of Goo has these little flies you can squash to undo your last move. Something like that would be good
This is great. The mechanics create some great puzzles and overall they play really well. The artstyle is also very pretty and looks clean: I think the pixels properly being on a grid really helped it (I will admit that's not something I ever pay enough mind to for a jam).
I only encountered a couple issues: 1. it seems like the water stops building up at some point even though it's not leaking anywhere 2. I got stuck on level 8, where the blue shiny didn't shrink the other vine, even after I brought water to it.
Thanks for playing ! I’m sad to say level 8 is bugged; like 1 in 10 times that happens. 96 hours will only get you so much. But I’m glad you liked it!
little game dev trick: the game isn’t *actually* pixel art ! (Well, technically it is, but you know what I mean) the whole game is just put through a downsizing filter. That’s what dead cells does, if you know that game
This is unbelivable. How did you make this in 96 hours?! Great physics, great art, funny signs, ultra level level design. Making us use the mechanics wisely.I'm a huge fan of physics based games. And I hope you and other skilled game developers gain a lot of fame, money, and power to make the world a better place. Save us fro m ubisoft bugs, EA moneylust and other prolems in game industry.I can't say much. Everything is perfect. I can only say some funny tiny things, I didn't read the signs and the art was a bit sharp, dropping the ball would destroy everything. Please make less levels next time. This game is really cool and I don't want to play it forever because I can't resist to.
Thank you bro. I really do hope to work in games properly some day. I think anyone can if they really want to. If you really do, then you should persist with it !
I really liked the puzzles and the core mechanic! The way the game is presented gave me major World of Goo vibes
The design is very clever, and the way in which vines can interact with water and environment feels very thought out
If I were you, I'd take this project on into a full game after the jam, maybe with improved graphics? They're really the only aspect of the game that didn't quite gel with me right, the more detailed vine does clash slightly with the more simplistic backgrounds, so that could be an area to improve later on
Other than that, like I said, I'd be fully interested in getting this if it got a commercial release! Keep it up :D
I fully intend on it if the jam goes well. I think there's some QoL features that I need that make the game less frustrating, and you're right, the vine does look a bit Unity Asset Store for my liking (not where i got it from, made it myself, but still)
Best take on the theme that i have seen so far! Really the only thing missing is the web version.
This is my favorite game in the jam so far! The aesthetics are charming, the puzzles are challenging and fun, and the mechanics fit perfectly to the jam. This game has everything you could ask for from a game jam submission and even beyond that. Great work!
Thanks dude! Hopefully if the jam goes well i'll expand the game alot more. There's so much stuff I didn't get to put in :( I had chains for the lightbulbs and fire and other fluids and so much more. hopefully i can do that eventually
Very creative idea and level design!
This is probably the best and most creative game I've played in the jam so far! The level design is very creative, especially when it gives you control of multiple vines and you have to find a way to get them watered to control them. All of the puzzles were extremely fun and felt like they were in the perfect order.
One criticism I have is that sometimes I want to put the shiny down somewhere to stop controlling the vine and pan the camera to view the level ahead, but usually there aren't many good spots to do so. To rephrase it, whenever I want to the vine to stop moving for whatever reason it's hard to make that happen, especially when the shiny is still active even if dropped.
thanks for playing! I do agree: I didn’t get to do much playtesting but now it’s apparent that I should have the lightbulbs turn off when you aren’t holding them
Nice game and idea, I enjoyed it!
Some criticisms I had:
- Cannot read signs while holding shiny
- Sometimes vines will get stuck and I have to restart (in earlier levels)
- The last few levels were very finicky (especially 'Oiler') and I had to retry many times, because it was very hard to use the shinies to manipulate the vines how I wanted, very often I would try to "rush" a shiny past a vine I didn't want to move, but the vine would still catch the shiny and move just a little bit which was enough to mess up the flow of water. Also I would sometimes lose the shiny if I moved it at a very high speed, because it would get caught in some terrain, which was very annoying in the last few levels.
Ah, that's not the intended solution to Oiler. I had alot of people in playtesting get the wrong idea aswell, so you're not alone (did you try to use the second vine?) Also, having vines getting stuck is sort of the design space I'm in. that's how you make the puzzles. I appreciate you playing through to the end. I've not had any problems w putting the lightbulbs in walls. I wonder if that's a framerate issue.
I think that in future dev I'd want to make it so the lightbulbs are only on while you're holding them, so that you could pause to read signs.
My solution to Oiler went something like this:
1. Bring the 1st vine upwards to guide water to itself through the top hole.
2. Bring the 1st vine towards the base of the 2nd vine to guide water towards it. Make it roughly flat where the water lands on the vine body so water is divided between both vines.
3. Using the yellow shiny, guide the 2nd vine over to the hole above the 1st vine to let water flow into it (this is the step that caused the most headaches, as every time I tried to guide the 2nd vine with the yellow shiny the 1st vine would ride along as well, disrupting the flow of water to the 2nd vine, eventually I managed to use a combination of both the yellow shiny and the blue shiny to let the 2nd vine extend far enough ahead of the 1st vine so only the 2nd vine is within the radius of influence of the yellow shiny).
4. Use blue shiny to shrink 1st vine, then use yellow shiny to guide it towards beehive.
By the way, I don't think having the shinies caught in walls is a framerate issue, it's just that when the cursor moves far enough away from the shiny the cursor loses it, which is nothing wrong, but when you are trying to quickly move the shiny away from vines to stop influencing them and you lose the shiny because you accidentally moved through some walls, it can be quite frustrating.
yeah, that’s not e solution to oiler. But I think it’s my problem that you thought so. A lot of people tried what you did which was a much more frustrating solution rather than my solution
The puzzles are really good! Nice job! :)