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Of Ashen Lands And Growing Flowers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.450 | 4.450 |
Graphics | #1 | 4.800 | 4.800 |
Concept | #1 | 4.500 | 4.500 |
Story | #1 | 4.600 | 4.600 |
Enjoyment | #1 | 4.600 | 4.600 |
Audio | #3 | 4.200 | 4.200 |
Theme | #3 | 4.000 | 4.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any optional theme? If so which one?
1, Flower Language and 2 Infection
What game engine did you use?
We made our own (HTML5)
Something you wanna say? ٩(^▽^)۶
It was fun, we need to do this again!
Discord username (if you wannu)
Valistar#7566
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Comments
That was perfect. Everything was. There’s nothing more for me to say.
Thank you very much ! Glad you liked it !
Beautiful game! The story is touching and it looks gorgeous and what more you made the game without an engine! It was a great experience overall!
Great job!
Thank you very much, from everyone in the team. This was a common effort and we had a blast. Glad you appreciate it !
Lovely illustrations and UI work. Exceptionally impressive that the engine was built using HTML, something I've failed at numerous times in my own endeavors. The music is all delightful as well.
I initially found myself fairly confused at the beginning, like I felt there should have been more of an explanation about who the player character is, what their goals are, and what their world is like. It led me to not understand the potential outcomes of my choices until I had a firmer grip on the premise.
One small gripe about the engine/UI is at the tribe council screen, I originally didn't understand to click the 'give nectar' button because the tribe images highlighted on mouse hover, so I assumed clicking the picture was the actual 'button' itself.
I felt the dialogs through the day could have been formatted a little differently. I usually had to re-read portions where a character was speaking, finding some trouble in discerning when lines were spoken by other characters or the player character.
It wasn't until day 4 when I realized how the hybridation screen worked, and that I had to click on the buttons outside of the center to bring up new flowers to research. My own error and lack of understanding, but maybe the un-researched buttons could be highlighted or have some kind of visual association that would encourage you to click on them.
I may have found a bit of a bug on day 4 where I was able to make a selection that supposedly subtracted two nectar, but I only had one at that moment.
The plague theme and status report at the end of the day gave me very "Pathologic" vibes, so extra kudos to you, regardless of it was intentional or not :)
Overall, this is a super impressive submission with a great usage of the themes. Everything felt very cohesive. The art, story, and audio all felt like they belonged with each other. I was always super nice to the dryad, wanting her to grow big and strong.
Thank you for playing and give extra time for this analysis of our game ! I think you are pretty right about the dialogues, and there is for sure improvements to be made. Thank you again :)
Extremely impressive submission for a jam!! The world is painted (with words and visuals) just enough for us to understand it, without feeling like an info dump, and the relationship with the Dryad is intense.
I'm planning to come back to it later to explore other paths, because the effect of the flowers and the dialogue choices is not super clear to me.
Thank you for attempting (very successfully) original mechanics in a narrative jam game!!
Thank you very much !
I am truly blown away by this submission! Beautiful writing, stunning art, wonderful world-building, perfectly atmospheric music, and unique game mechanics which complemented the story while neatly tying in with the game jam's themes.
I played through several times to see how my choices would affect the game. The two different endings I got were emotionally bittersweet, and I loved them both. Curious to know whether there is a "true" ending, and whether dialogue choices can lead to new story paths?
Incredible work, especially having been made in a mere 10 days!
Thank you for playing, and for your kind words !
We invision the game with no real "true" ending, as the player are choosing their path. In the same vein, we've wanted at start to include more endings, but the timing wasn't right for it.
Anyway, thank you again :)
Making your own engine is psycho behavior, and so is making a game with some of the most gorgeous art in a jam I have seen for a long while! The dryad in particular is fantastic looking, along with all the tribe leaders (not salty there are no orcs its fine im fine im not sad there are none of my favorite green boys its cool). Story was a bit harder to follow than i'd prefer, but the gameplay really captivated me. I think it could use some tweaking and tuning but this was a very solid game!
Well, we've (I specifically, as the dev) wanted a technical challenge to support the narrative one ! About the art, I can simply thank you, and join you on your remark : she did a fantastic job.
Thank you for playing, and we are really happy to see that you like it :)