Are you kidding me
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Uproot's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #1 | 4.263 | 4.263 |
Mechanics | #1 | 4.211 | 4.211 |
Overall | #1 | 4.063 | 4.063 |
Fun | #1 | 4.211 | 4.211 |
Sound | #2 | 4.105 | 4.105 |
Art | #12 | 3.526 | 3.526 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Very interesting and unique idea! Additionally could be added power ups to increase time, or increase tree growth :)
Nice work!
Great Job!, best game that i have come across in the whole game jam!
Wow, this is awesome! Such a well executed concept, and lots of fun to play. Props to the composer, that ending sequence is so cool
really nice and fun game! this is one of the most unique interpretation of tetris i've ever seen! nice job
Great game! I personally feel the controls could use a bit of reworking. I think using q and e to rotate tends to favor the WASD controls, but using them means you can't move quite as easily after rotating since you may have to move your fingers between the keys. I think the best solution would either be to add a second option lower down, such as c, x, or z, or to just add in custom control options. I also may just be biased as I have played a lot of Tetris on PC, and that is more or less the control setup they have. It would be nicer to have the option to restart a bit quicker since this is a more arcadey game, like maybe an option to skip through showing the tree. Anyway, just a couple of suggestions. Incredible job, considering the team size and time frame.
Thank you for your comment! I actually really agree about using ZXC. Initially the game had Z/C as rotate and X as place but through some limited playtesting, everybody told me they were using Q/E/Space + Arrow Keys. So I decided to remove the other controls, though I suppose I should have left them. If we continue this project, I will add a menu to select or rebind controls!
And I think a skip button would be helpful since the animation takes 10 seconds. Ill keep that in mind.
Again, thank you for your feedback!
Yo, the winning/losing?? music is an absolute bop! Imma lose the game on purpose now to hear it again lmao.
Anyway I feel like an in-game tutorial would have been beneficial because I did not understand the purpose initially although I had read the description. No matter. Artwork could use a bit of work imo to make it look more… less noisy perhaps? Probably the background which would look better as a darker less contrast-heavy texture so that you focus on the layout of the rocks and water. Perhaps an animated texture for the water would be nice to make it shiny and “ooo i wanna go there”.
Also then I got blocked by the game with no way through the rock across the whole map. So that’s a thing where the generation algorithm should be tweaked to ensure that there is always a possible path?
Edit: RIGHT THE AUDIO! Not sure it matches the exact mood of the game, probably my best critique? Good job having feedback on all the actions taken in the game:)
Also maybe tweaking the water-metre so it perhaps pauses for just a while (need to dial this in for balance) after picking up water, that way if you go fast enough you can go as far as you can, if you can keep up the pace. You could even add in a combo system if you pick up more water while paused!
A small particle effect flowing from the water to the water bar could probably futher improve feedback as it links the action of picking up water directly to your water metre. As well as giving more focus on the water metre as a player.
Yes, that end track is my favorite! Our composer did a great job.
And yes, a tutorial was something I would have done with some more time.
I agree the art could communicate things a bit more clearly. However, we ran out of time. The water texture went through a few iterations and our artist actually made a new version of the water that I sadly didn't implement before submitting. If we ever make this game into a full release, the art will all likely be revisited for some tweaks!
The game progression and procgen of the rocks was something that was tweaked over and over and sadly didn't get enough tweaking. Before the final tweaks, you were able to reach the bottom of the map relatively easily and I wanted to keep the gameplay loop shorter which resulted in the current balancing which I agree needs some reworking. Its frustrating to run out of options to go down.
I'm curious what you mean regarding the audio matching the mood of the game, I'd like to hear more about that. I'll DM you about it!
The water meter also had some balancing issues that just needed more time to figure out all the way. Right now the game is balanced to always be short when I agree it should reward players who are able to move quickly! I really like the idea of a combo system.
A particle effect or some other way of communicating that water has been picked up would be very good. I considered an effect where water traveled up the roots after being collected but, again, not enough time :(
Thank you so much for your feedback! We both really appreciate you taking the time to play our game and provide insight. This was our first ever game so we learned a lot of lessons. If demand is high for us to continue working on Uproot, we now have a few ideas for some improvements to start with. Thanks!
Great game, challenging in just the right way and addictive enough to make you want to play again and try to beat your high score multiple times.
Amazing game, the concept and the gameplay are just too good and loved the music. Are you sure this entry is for game jam? Feels like a full fletched game. All the best!
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