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I think the concept is good, but needed some more polish, there is an "exploit" where you start getting a lot of points when you are about to lose and kind of kills the mood, but it's still a great idea.

Thanks so much for the feedback! It's good to know some parts are working well and helpful to know where they aren't. My intention was for the "game" to be more of an experience than something to "win." Basically, I wanted it to recreate that sinking feeling you get when more and more responsibility is piled onto you so that a seemingly simple if tedious task becomes impossible. It doesn't seem like there are any options, but at least in the game you actually do have options. You can give up right away, abandoning the asteroid without even trying, you can ignore the task and just enjoy the atmosphere until you're ready to leave, you can try your best to complete the task and only leave when things get out of hand, or you can spend eternity pulling up the last sprout. Sure, you'll rack up the number of plants you've pulled, but if the asteroid is doomed, does it really matter?

Anyway, I wanted to use this jam to explore that feeling, but it's totally fine if that's not the "feel" the game gives. It's a good exercise for me in finding out how a game is received vs. how it was intended! I'll learn from this feedback for the next game (or maybe for a retelling of this one!)