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Bloomstick's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #3 | 3.667 | 3.667 |
Originality | #6 | 3.810 | 3.810 |
Overall | #6 | 3.488 | 3.488 |
Gameplay/Design | #8 | 3.381 | 3.381 |
Theme | #22 | 3.095 | 3.095 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your entry fit the theme?
It uses reticle bloom as a mechanic, and you're also defending your flowers so that they will bloom
What would you like feedback on?
The framerate is weird on the web version but not the downloadable, if you might know why id love to hear it! I also want to know what you think of the difficulty of the game. It does get harder as you go but I'm not sure if its too quick a ramp
What assets did you use (if any)?
Music by Abstraction
https://soundcloud.com/abstraction/ludum-dare-30-seventh-track?in=abstraction/sets/ludum-dare-challenge
Gunshot Sounds by dklon
https://opengameart.org/content/gunshots-0
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Comments
Most original game in this jam imo. Good job!
Thanks a lot! I thought for sure I wouldn't be the only person to do reticle bloom but from what I can tell no one else did it
Wow! The most captivating game in the jam with incredibly beautiful visuals and sound design. I really loved the aiming mechanics; I consider it brilliant. The waves became more and more challenging, and personally, I could only get through 9 waves. Overall, there's nothing more to add; the game is perfect, but the Bloom theme doesn't quite fit the game.
Thanks so much for playing! The way its fits the bloom theme is partially because you're defending the flowers until they bloom, but also through reticle bloom. Usually in FPS games when you're moving, jumping, or hip firing the area where your bullets can land increases and that mechanic is called reticle bloom.
I decided to inverse that here and make it so that you get reticle bloom while you're still, as opposed to while you're moving
Oh, I get it
Okay I really love how polished this game is! Loved the concept, but the mechanic of moving the mouse to have better aim did not serve the game in any way, so I think removing it and adding other mechanics would improve it so much! Loved the art style by the way XD
Very good and fun game, didnt like the keep moving mouse mechanic alot tho
This was the most FUN game to play and the most balanced yet so far in terms of enjoyment vs challenge, though there should have been a penalty for fire spamming, otherwise I love this!
Thanks so much! I'm so glad to hear that you enjoyed it!
probably the most addicting game I've seen in this jam so far
Thanks so much!! Thats what i was going for
Good game, great mechanic but could just move mouse back and forth to make scope smaller, need some adjustment, Besides bad this game is really great
I suppose I didnt consider if someone was just kinda jittering their mouse in one spot to tighten their reticle, but if you were able to do that and still land accurate shots I'd say youre probably pretty skilled lol
Im glad you enjoyed it!
Very nice game! I like the idea of increased accuracy while in movement. though I found it to be very hard to stay at an optimal crosshair size
Yeah I thought people would have trouble with it, which is part of why i didnt limit how fast you can fire, so hopefully it wasnt too difficult that it wasnt fun. Thanks for playing!
Poacher simulator ahah. I do not care - no one is taking my flowers away from me :). Very nice music and graphics!
The idea for a game is pretty cool, you were creative with picking the reticle bloom as your theme, and sound stuff helps you keep playing.
I feel the concept of "shoot more accurately when moving" fits more into some kind of a game with cool movement mechanics and fast paced gameplay. Here it feels more tiring to the hand after 5 minutes of playing though. One thing that came up in my head after shooting pots on the accident: i saw they shake and move a bit after you shoot them, it would be cool if they had less friction and slided further, so you could reposition them in free time.
But overall a solid submission!
maybe youre right actually, I probably should have decreased the friction on the flowers. Them moving was more of a side effect and not something I coded in but i did notice it, I just didnt think to amplify it in any way.
Also the moving while shooting was something that I thought would keep the game fun as opposed to just being a point and click adventure. If it required you to stay still, or if your accuracy was always spot on, then the game would be insanely boring. Thats why I kinda inversed the bloom mechanic
Thanks for the feedback!
Yeah i appreciate the originality! Just the design of it certainly needs more polishing, but that's alright
Cool and fun game, with a pretty unique concept! I can't get past round 4, but maybe that's because I'm using a trackpad :(
Yeah I mentioned in the discord that this game would be damn near impossible with a trackpad, sorry about that! I hope you enjoyed it nonetheless and thanks for playing!
I like the twist that you are more accurate the more you move.
Maybe have an interval between shots because I felt like I could spam the shots and it removed from the idea of having these quick satisfying precise shots if you know what I mean.
Occasionally one of my plants would be on the edge and a squirrel would come from that same edge, immediately getting away with the plant haha so maybe some way to solve that as it felt a bit unfair. Maybe squirrels can't spawn too close to a plant etc or you have some way of moving the plants?
I think it has room to be built upon like different guns with other weird twists etc could be fun. Nice job!
I thought about a shooting cooldown, but every time i implement something like that in one of my games I always get complaints about it being "arbitrary." so I decided to go the route of not limiting the player this time around.
With the plants thing, I left it that way cause it would have been kind of time consuming to code it out, plus in actuality I didn't bother giving the squirrels good enough AI to run to the nearest screen edge so they just run in a random direction. If one spawned on the edge next to your flower, then decided it wanted to go for that flower specifically, then also decided to run back to that edge, then that was very unlucky lol.
Im glad you enjoyed it!
Oh dang I see what you mean about the AI. Yeah that must have been unlucky haha.
Really awesome, I agree with that the accuracy increasing the more you wiggle your camera is a bit quirky but everything is really well put together. Nice music, cute squirrel
Great work.
I can't take credit for making the music, but im glad you think i chose the right music for the game!
Also nice to hear that you liked the squirrels, I actually thought they weren't all that great in comparison to some of my other previous art, so its good to hear feedback on them.
Thanks for playing!
Fun! The squirrels look amazing! The reticule shrinking on mouse movement is interesting, but I feel like it should shrink when the mouse is still rather than when it's moving
I thought that would be less fun, which is why i opted for keeping the player actively moving the whole time.
Also, thanks for the compliment on the squirrels! I'm starting to wonder if those low color detail animals are going to be my new style with this game and my GMTK submission