The concept is interesting and could work well in a puzzle game too. You could do some variety regarding the rythm at witch the gravity changes. You sometimes have to wait a long time before it changes. You could also add the possibility to run, so you would have even more possibilities of jump length, so more control, and also more risk/reward, and more decision making. Good job !
AntoineArzac
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My bad, yeah I meant roll, as I was only using one hand, I didn't realise there was a whole second set of keys around JL lol. I played on hard mode without knowing. So I meant that it would be easier with WASD on one hand, and roll on an another hand. But it's interesting, because now I tried with JL/IK, and it's much harder than controlling only with wasd and Q/E. WASDQE + JKLIK, is actually super hard mode, it's a lot of keys !
Thank you. The indicator is a last minute addition. We made it less clear at the last second, with the fear that it would be too distracting. When you don't know about it, you don't notice (because of the mess), but if you make it clearer, it can add noise to the aldready messy screen. Hard to balance !
Thank you ! Yes, we took all 3 so much time doing our thing (music, art and coding), that we spent very few time on the character controls. When we got something that worked, we jumped rapidly on the level design. We had a lot of discussion indeed regarding the passing of the season, and making it more clear would also mean more visual distraction and maybe something not enjoyable to play (difficult to focus with the background changing all the time too drastically).
The level design is very good for a such short period of time. For it to be more clear, you could use better sprite/animation to indicate that the flower has pollen. Also, the teleporter does not stand out enough, and when you use it, you don't actually see that it has pollen.
Very good for a first game.
Yeah I think you are right. We wanted to make the bulb in a way that jumping on it and making it bloom feels rewarding, but the effect do not work as intended.
Regarding game design, we had a hard time getting ideas, and by the time we got this one, we had already king of lost one day, so everything is made on panic mode, or at least without thinking too much on anything and making it right away. We are still learning !
429. Quite clever and addictive, good idea. Maybe the aspect ratio could have been use better : for example, instead of using only half the screen by letting the sunflower in the middle, you start lower, and every time you touch something, you get closer to the top, which increase the danger, and when you collect sun balls, you get closer to the bottom, which gives you air.
Well executed overall, gg.
Good idea for an incremental game. I can see that game being pushed further. I think it can be a good idea that instead of a top down view, you have a side view, so you can see the horizon, see the sun coming, see if there are clouds, if it will rain, etc. and use those informations strategically.
It would be a good idea to put the pause on a key (space bar for example), so you could pause quickly while managing your worker instead of having to reach the bottom right of the screen. (espacially if you play at x10).