The premise started out as a joke, and we ended up turning it into something that we feel is super fun and replayable. We weren't able to meet all of our polishing goals, but we were able to meet all of our feature goals. All of us put an unhealthy amount of time into this over two weeks but the sum of what came out of it really surprised us.
laviphon
Creator of
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The last two weeks were a blur for me and my team. The last week alone I ended up pulling two all nighters, staying up for nearly 40 hours each time.
If I wasn't sleeping, eating, or working i was usually working on the game in some way shape or form. I did programming and texture work with kraisoj. Ontop of doing the music and a majority of the SFX. We weren't really keeping track of the hours we put in, but if I had to take a guess I'd say that I alone put in at least 200 hours.
Was definitely fun and would happily do it again(after paying off my current sleep debt though)
Here's our game page: https://kraisoj.itch.io/clown-around
A Space Station 13 Botanist's worst nightmare.
Was able to make it through the whole thing once I got the hang of how to spread Kudzu.
Fun to spread kudzu around and felt good to crush a line of bugs with the kudzu ball, but there were a couple things that stuck out to me.
The most egregious thing was performance. At the start it runs fine, but by the end my framerate was in the low 10's.
As for the game itself, I feel like the kudzu ball could use more range. It feels like the skill necessary to hit far away targets shouldn't cause any balancing issues. Also is there an ability for the R button? It never lit up for me so I wasn't sure if it bugged and wasn't letting me use it or if it just wasn't implemented. If there was no ability, I feel like an AoE spin attack with a longer cooldown would've been a great fit for it.
Overall it was fun spreading kudzu around!