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Clandestine Clover's itch.io pageAre you participating in the Novice, Intermediate, or Advanced category?
Please explain why your team qualifies for the category you chose.
1. Over half the team had never participated in a gamejam
2. Have less than 1 year of total game development experience(we are students)
How does your game relate to the theme?
Our game relates to the theme because your task is to sell lucky charms by planting clovers, cutting them and putting them for shipment. 4 leaf clovers are treated as a lucky charm in many places.
Specify any and all pre-made assets in your submission.
The audio is from public domain webs (no copyright).
Feedback?
Where can we contact you?
mail: pirisaran@gmail.com discord: PirisMain#8755
By submitting, you and your team agree to all rules listed.
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Comments
Sounds like you people know a lot about hydroponics, sodium lamps and "exotic plants" culture :)
Simple, but really good crafted game, the art and ambiance are truly awesome, love the "streets" vibes too. Clearly not a novice work. 420/5
Thank you so much for playing <3
If you have any other feedback we would love to know!
Off course if you want to... ๐
-I hate when devs put or leave an exit button on an HTML build, resulting on a freeze when you press it, but hey, it's a jam build so maybe you didn't had time for this...
-I find your tutorial screen graphics way too clean for the rest of the game, that create a small artistic dissonance IMO (but I'm an art nazi so...)
-I don't think the police car patrol seems to be balanced at all right now, it's a super cool idea NGL, but it's catastrophic to see all your effort destroyed cause you had to close the metal blind.
-I think the small RNG on the growing phase is questionable in terms of balance in the current game state, cause player can't predict sh!t with that.
-I think the intradiegetic approach of the gameplay is both good AND bad : good cause it's enhance the immersion, and that clearly benefit your game. And bad cause that really slow down the gameplay in a game where you really need to be quick an reactive.
I think you could enhance the object pick up, switch or drop without destroying this approach. For example : the player could put the seeds in the pipes by just dragging them on top of it, without the need to click/release each time, same for storing the scissors, you could simplify the thing and energize the gameplay.
-I find the grow speed and clover death way too quick. Maybe changing grow and decay speed according to the level and difficulty could be interesting.
-Maybe adding a little more juice and feedback when the player interact with the game could be good, don't need to go full Michael Bay mode either.
-Not a problem in your game RN, but I tell you that for your future projects : millions of people around the globe don't use QWERTY (I refer to your tutorial) . As a AZERTY user, that drove me crazy to have to change linguistic settings of my OS (even with shortcut), EACH time I want to play to a WASD based game cause the devs don't know or don't give a F about us. I think the bare minimum should be a WASD and ARROWS support for each game, cause there are way too many keyboard layouts in the world to take care of all of them : How to gone crazy as a dev
-The music is perfect for the game, but very discreet (the lamps even make more noise than this one), and it seems to completely stop after a while or not looping correctly IDK, too bad...
-Your background art on the game page is not seamless (I'm still in art nazi mode), I can't recommend you enough to directly download some BG wallpapers from popular itch games to understand how there are made and how you can use them properly with the CSS theme editor.
-Apart for this smalls criticisms : I would love to see more mechanics "transplanted" into the game loop and maybe give an extra goal and source of dopamine to the player to keep him invested.I know how much it's hard to make a game in 72H, and you probably already know or realize a bunch of things I said here, but despite that I still think your game is a pretty solid entry in this JAM. Nice job !
Being brutally honest is something that we needed.
Honestly it never crossed our minds something like other keyboard configurations, for example. It is true the object pickup mechanic needs a lot of tweaking to find a proper balance as well. If we end up wanting to update the game after the jam and we got the energy to do so perhaps after finishing this university year we'll examine deeper every point you made and other feedback from users, polish it, and make a better version.
Thank you.
Short and Sweet;
This game is pretty simple but addicting. It gets fast quickly, and the cops keep you on your toes. I love the tight timing windows for planting and harvesting the cloves, as well as the fast-setting clock. I am glad that you are forced to do everything fast because you are forced to have fun, something many much bigger studios and projects fail to do.
I Love The Art-Direction.
The color palette really sticks to the rules of how real 8-bit systems like the Amiga NTSC work. It really feels like it fits on the same screens as Four-Byte Burger and Diamond Ring. The Sound Design and Music suck you into the storage rooms in the dark back alley of Ireland.
Summary:
5/5 Stars
Given the small time window and the relative inexperience required for the jam,
my only critique would be that a single run doesn't last long enough.
But I could see an easy implementation of something like an endless mode
or more nights under less time constraint
Thanks for the feedback! We are so very glad that you enjoyed playing our game and the features we worked hard on, appreciated! :D