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(+1)

Very creative take on the theme! 

Scaling some sort of mountain or structure I think is a simple look at the theme, but growing in this method really makes this idea shine.

I really like the work balance you can sort of get into after growing the tree for awhile, where you need to basically do different tasks of cut the bramble, add new seeds in top locations, and make your tree more scaleable quickly. Being able to feel a sense of progression is very nice, with eventually getting the currency very easily, to also being able to visually see the progression you've made. 

Growing out a seed spot is very satisfying to do, especially when it moves well into your favor. I do think there is potential here for the RNG of the root growth to screw you over, but maybe you have implementations within the game to prevent that from happening. I know I sometimes got some that were stuck almost immediately within themselves.

Having the different tools was a cool idea, but a bit annoying to need to scale the entire tree just to get different one. I think changing them to rather run out of uses, like the watering can, but you can hold all of them could be nice. Like having to sharpen the shears because they get too dull. I didn't find myself using the watering can that much, since it felt much more worth it to just buy a sprout that would grow much further, and I think having the watering can on me at all times would make me use it more.

I liked the idea of progressively buying better seeds and items, but I never found myself using the red seed that much. Maybe if it had the tradeoff of growing a lot more vertically than the other seeds it could have some more potential. I loved the design of the vine, since it builds a trade off of wanting to make the tree higher before you place it because you want to get the most gain out of it, but you can't try to go too high otherwise you'd likely just be wasting time. 

Having a currency system I think also allows for the possibility of letting the player upgrade their tools, maybe making the watering can have more uses or shoot out multiple water bubbles. Or giving the shears a larger hitbox. I think it is very unique also that the tools allow for the player to move in more dynamic ways, maybe having some system to try to get the player to use this more (like the bubble bounce) would be beneficial.

The only thing that got me at the start was the awkward control scheme, it was very frustrating to navigate with seemingly random buttons, and not going to where I wanted. I think having multiple control layouts could ease this issue for different players, since different people have different preferences. I would prefer WASD movement with maybe E or 123 being used for items. But, I did eventually get used to the key bindings, it did take until about the lower level clouds to really feel like I could move how I wanted to.

The art is very cute and well made! I loved the little wave at the end :)

Great game!

(5 edits)

Thank you so so much for sharing your thoughts on my game! I really appreciate you going in depth like this:)

The seedlings try to avoid other stems as best they can, but they do have a habit of getting stuck! Thankfully it never hard-locks you from finishing the game, as you can always buy more seeds or wait for a bird to drop you one, but it would really help to add some sort of "preference" system to the seeds. At the moment they don't really differentiate between turning left and right when an obstacle is in the way, which results in them making a bad choice at random. I do believe that it would help a lot if the seeds preferred to turn one way or the other depending on if that direction leads them higher up or not.

The choice of being able to hold only one tool at a time was intentional for both simplicity and to keep the entire tree relevant throughout the game. If the player had all their tools on hand at all times, there would be little reason to ever go back to the ground except to buy more seeds. Furthermore, the player can add vine seeds to help with navigating up and down the tree faster as well as just leave tools lying on the ground somewhere higher up the tree. I do agree however that the game would benefit from having more methods of keeping your tools close by. Maybe some sort of seed that lets you create a "mini shack" somewhere up top to retrieve your lost tools from, or a whistle that triggers a bird to fly over with a tool of your choice. Something to consider for the post-jam release, I suppose!

The red seed does have the benefit of spawning more bramble and thus giving the player more currency, but I agree that the balance of the two seeds could have been fine tuned better. In the later parts of the game, once currency isn't much of an issue anymore, the player doesn't have much of an incentive to buy the red seed unless they simply want a more challenging platforming experience. Making the red seed grow taller as you mentioned could definitely help, as would maybe making the store restock seeds at random, so sometimes you wouldn't even get the choice of a blue seed, as the store would only be selling two red ones. In an ideal version of the game, there would be loads and loads of different seeds to choose one, each with a different type of platforming challenge that they offer to the player, resulting in this ever changing climbing experience. One idea was to add a seed that wouldn't spawn platforms, but instead little balls that the player could bounce off of. Alas, I did not have any time left to add that into this version of the game!

And I agree with the upgrading feedback! I think the core idea of this game lends itself pretty well to further development. Allowing the player some sort of meta progression in the way of upgrading tools, unlocking new seeds, having some sort of floating islands with treasure, different obstacles to overcome at different altitudes (like wind or maybe the cold) - the game is bursting at the seams with potential! Who knows, maybe this could even turn into the first game I ever release on Steam...?

As a little insider info, this game was inspired by my recent experience of moving abroad from my home country of Estonia. Having grown so much while living there, making friends and connections, it was all a bit difficult to let go of but nevertheless a very important step to take in my own personal growth. 

I wanted this game to reflect that - you grow and nurture this plant, interact with it all throughout the game, learn the best pathways up and down it, trim parts that hinder further growth while letting flourish the parts that help you on your way up. You put loads of work into it only to have to eventually let go and move on. I'm really happy you liked the little wave at the end, as that was a small little addition that meant a lot to me personally:)

Thanks again fo all the feedback! I already played your game as well (it was real good) and will try and return the favour in the coming days, but having moved only a week ago, a lot of my free time is still being spent on getting my footing in a new, foreign (but exciting!) place.

(+1)

Love seeing such an extensive response off of this!

I really think this game has a lot of potential to be made into a fully fledged game. It obviously could go well into the theme of games like Getting over it or Jump king, but this one would have a unique take on it by being that you built the entire structure you need to climb, rather than having an awkward control scheme. 

I like that this game came to you with your own personal journeys, it can definitely help create an emotional attachment, as well as just boost general motivation towards creating it. 

I look forward to see where this game will go, if you decide to continue working on it :)