Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Working-Joe

5
Posts
A member registered Jul 15, 2022 · View creator page →

Creator of

Recent community posts

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. 

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. (:

Did a complete pacifist playthrough. I love the (literal) developer art, found it funny that the comment didn't have collision. 

In the end I'm not sure the random level mechanic adds too much, I did get to three different levels at first, but then I had to replay levels which feels less fun. 

It might have been cool if there was more to find in the levels than the dice that would help you progress.  Sturdier brooms perhaps? Or some way to get a different experience in repeated levels.

Some bug-related notes:

  • The code level was a bit frustrating the first few times because you can't see where you will drop to. So if you're unlucky with the timing you drop onto an enemy. Or if you don't know the level you drop into the void. :)
  • In the "future" level there's this "inside" part where you can jump upwards. However, you seem to bump your head into the ceiling trying to jump up there, so you end up jumping really low. It might be that the collider is a bit taller than the actual sprite. Coyote time could have helped here, too. For jams it can be nice to base your player controller on an existing platformer controller that has these nice features (and this is very much allowed!). Gives you more time to focus on the jam-related elements and polish :) 

Did a complete pacifist playthrough. I love the (literal) developer art, found it funny that the comment didn't have collision. 

In the end I'm not sure the random level mechanic adds too much, I did get to three different levels at first, but then I had to replay levels which feels less fun. 

It might have been cool if there was more to find in the levels than the dice that would help you progress.  Sturdier brooms perhaps? Or some way to get a different experience in repeated levels.

Some bug-related notes:

  • The code level was a bit frustrating the first few times because you can't see where you will drop to. So if you're unlucky with the timing you drop onto an enemy. Or if you don't know the level you drop into the void. :)
  • In the "future" level there's this "inside" part where you can jump upwards. However, you seem to bump your head into the ceiling trying to jump up there, so you end up jumping really low. It might be that the collider is a bit taller than the actual sprite. Coyote time could have helped here, too. For jams it can be nice to base your player controller on an existing platformer controller that has these nice features (and this is very much allowed!). Gives you more time to focus on the jam-related elements and polish :) 

Oh, that's really strange, especially since right click to move works. Did you make sure you are dragging the mouse and not just clicking on one flower and then on another?  It's like drawing a single uninterrupted line from one flower to another, and then to the ground . If you just want to see if the left mouse is registered, try dragging across the particles in the sky, they should respond to it.