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A jam submission

Solar FloraView game page

Harvest the light, survive the shadows.
Submitted by PorChor (@PorChorDev), magi_kera (@magikera120), Niighty Nine, Vatsapon A., Marc Panicello (kraminap) — 5 minutes, 36 seconds before the deadline
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Solar Flora's itch.io page

Results

CriteriaRankScore*Raw Score
Artistic Style#3284.5004.500
Theme#6533.0003.000
Cleverness#6783.5003.500
Playability#7193.5003.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Love this! Clever idea, fun art style. It took me a sec to figure out how to plant thing but once I had the controls down it was a blast to play.
  • Artistic style; art and animation, very well done. Music, fun to listen to, but, no way to adjust the audio so it was a bit too loud. As for the themes, starting with shadow, I only really grasped the lack of light and the enemy type as how that was presented and implemented to represent that. For alchemy, I assumed it was the flowers you picked in order to change them into actual ammunition to fend off the oncoming waves of shadow-like creatures. While both of these pose as interesting features for your game, for me, only using the flowers as part of combat felt unique. In terms of the environment displayed, this felt less creative, and I'd like to see if there was another way to expand on how shadow gets used for your game. Regarding the combat next, while the movement was easy to pick up, and also attacking, I wasn't able to fully figure out how to get any plants to spawn in order to replenish the ammo. And for the few times that I did see some spawn, I was bombarded by a swarm of enemies because I had to continue dodging as best I could. And while the aesthetic of not being able to fully see the enemies makes sense, while moving around, the indicator of being attacked is the only way I was able to know that I should dodge enemies. Maybe there could be some other form of indication regarding this feature? Either way, I don't think this was a bad showing by any means, I like how much of a challenge this game poses, and would play more. All the same, keep up the good work.

Did you include your Game Design Document as a Google Drive link?
Yes

Seriously... did you include your Game Design Document?
Y E S !

Is your game set to Public so we can see it?
Yes

Tell us about your game!
Solar Flora is an action survival and resources management game where players must survive by managing solar plants as finite light sources, or throw it in the cauldron to use as weapon ammunition against shadow creatures that grow stronger in the dark.

Extra Notes
Let see who gets the highest score. We'd love to hear your feedbacks! :D

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Comments

Submitted(+2)

It took me a bit to get going but hectic and fun. You don't get much breathing room  but that's part of the fun and you have shadows in spades. Great work!

Submitted(+2)

This is one of the funniest of the jam games I played, and the most polished. The art style is really charming and the gameplay loop is engaging. The tutorial could be moved to the beginning of the actual game (I missed it in my first run and didn't realize I could plant lol). I also found it a bit difficult to manage more than two or three plants close to each other, I guess some power-ups to freeze enemies or something like that could be of good use if you plan to extend the game into a full version. Amazing work!

Submitted(+2)

Fun and panic inducing. Dont eat my plants you stupid cat!

Submitted(+2)

What a great game! I won't post my high score after seeing the others, but man this game was fun! Took me a second to understand the game, reading the description helped! Great stuff!

Submitted(+2)

This game was actually really, really good. I love the art, and the gameplay is genuinely fun. My highscore was 2155 :D

Submitted(+2)


Took me  a little while to really understand the game, until after I saw the GDD as well

The presentation as a whole is superb. Great audio and visuals

Also love how you have to manage the seeds you've sown, but they never last too long which ensures that the pace of the game is kept pretty fast and that you're constantly on the move. Let it be to replenish your resources, or to harvest the crops

I'm somewhat torn on the enemies though. I love that you're incentivised to plant as many seeds and water them to make lit areas bigger so that you can always see enemies, but getting attacked when there's no light feels somewhat cheap 

( i.e ) it feels a little too unfair since I could never have dodged that attack.

Admittedly it atleast makes the game feel like a constant up-hill battle though, so I guess the trade-off is worth it to make the game feel more intense in general

Overall, I think this is a damn good entry. Great job to your entire team

Developer(+1)

Thanks for the really good feedback! 

Not letting player see enemies outside the light is quite a tough decision for me, but I decide to go with it as it really amplify the "shadow vs. light" aspect of the game. 

I do agree that sometime it can felt bad being unable to dodge attack when ran out of light. I might try to make the enemy have to charge-up before their attack to give players a small window to quickly react.

Submitted(+2)

That was such a blast. Loved how it looked and played, felt very smoothed. 
Got a jumpscare from the monsters which was a surprise :D