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I think that it has a lot in common with Pac-Man! Overall it was a good experience.

Game Design: clever mechanic, perfectly in theme. I don't know if, in a full game, the fact that a missed flower makes the level harder is a good choice. It makes the players go for 100%, restarting when a flower is missed, which is less permissible for non-skilled players. But for a game jam is fine!

The 100% windows should be more permissive because the fact that the player understands the perfect route in the level is not enough to complete it at 100%, giving him frustration for repeating a level that he already mastered.

Level Design: it misses a real progression. You have to first introduce the mechanic in a super simple level, then build up difficulty level after level. The fact that the player is catapulted into the level with a timer, enemies, and QTEs is confusing and overwhelming.

You also should be aware of the second dynamic that you have that occurs when 2 flowers are blooming at the same time at a different speed. That is something that you have to teach too in a simple level.

So, for example, you should have:

1. tutorial - one flower only

2. simple level - enemy and 2 flowers

3. medium level

4. simple level with flowers that bloom at different speeds

5. medium level

6. hard level


Sound Design, Graphics, and Music are not my fields, but I find them pleasing

(1 edit)

I started making level at 3:00 at last day of jam Bruh i aint put any game design to it cuz i wanted to sleep so bad, Yeah game design of the game is so bad, I thought of all of that on game idea stage but didnt had much time to put a effort to it

Bruh, you asked for feedback on those fields, you don't have to find excuses for a game jam.

I just put stuff there that can be feedbacked on bruh