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(+1)

Oh, I see, you should also drag to the ground after dragging from one flower to another (without releasing all the way from the first flower to the foor). The flower will spawn where you drag onto the floor. Think of it like your mouse being pollen as you drag from plant 1 to plant 2, and a seed when you drag from plant 2 to the floor.  As soon as you release the mouse both the pollen and the seed data are reset.

Thanks for taking the time to show me what you did!

 Like I said I know how stupid this control scheme is, but I didn't have the time to  make something better, unfortunately. The final idea was to have the plants grow more slowly with an animation, and once they're mature they would shoot pollen into the air. Then you would control the wind, and blow this pollen to another flower.  Dragging the mouse would create a sort of  "channel" which the pollen would follow.  Similarly, after a while the pollinated plant would shoot some seeds (with parachutes) into the air, which you could blow into the ground elsewhere. This would have required me to implement some floating object for the data, which I didn't have the time to do. So that's why I quickly made the backup controls for testing that is in the build now. (:

Ok cool!

Now that the game jam is over, are you going to continue? All those ideas sound great, sand some gameplay testing would help narrow down what works best!

(+1)

Most likely I won't, or at least not anytime soon. For now I've got some other life stuff to focus on, and after that I've got a different game idea that I'll be working on. (: 

But I might finish it when I need a break from the other things at some point. Most of the framework is there, so it shouldn't be too much work to polish things.