This is pretty solid in terms of visuals and theme and it's got a nice difficulty to it, but it does get tedious after some time. Also, it's great how gameplay and theme are integrated together
I love it! Really original idea (As far as I know, anyway). I found it pretty challenging. Instructions would have been nice, but apart from that a great entry.
Great game. Fits the theme, has a unique concept. Could do with more vertical visual space. My solution to many of the puzzles was "go as far down as you can and then die so you can see the whole level and plan a route". It was nearly impossible to solve the puzzles reactionarily, especially with the lack of a visible large-scale grid.
The mechanic has a fundamental longevity and cleverness. I think this could have broad appeal as a fully featured game. I quite like the art as well. Plus you even have nice UI and sound. Props.
Really nice mechanic. The levels were well designed and quite challenging. The flower blooming at the end depending on how much energy you had was a nice touch.
I liked the simple mechanic, but struggled as early as level 2. Perhaps having a better idea what was coming down below would have helped. Also, the larger tile size made it hard to judge exactly when to split. It seemed like there was a perfect solution that I kept missing (as opposed to having a bit more slack). Nice overall!
This is easily the most addicting Ludum Dare entry I have seen so far. I was really impressed by your spin on the one-button mechanic that games like Canabalt use. There are just a few polishing touches needed for this to be almost perfect: 1. The root growing graphics should be smoother and make the location of the root more obvious. While playing, the split point becomes ingrained in the player, but I had to look at the root out of the corner of my eye because the twisting was actually uncomfortable to watch. By the time I finished the game, it took me a few seconds before I stopped having the impression that the game player was rippling. 2. The cool-down time for splitting needs to be made more obvious, or removed. Every time I tapped the spacebar and nothing happened, I felt that the game had unpleasantly ripped control away from me. 3. The level layout needs to be apparent at the start. Angry Birds does this very well with a panning animation. I think that would work well here, too. In all other respects, a truly phenomenal entry that could easily become a more fully-featured game.
Great idea, and nicely executed. I agree with Julien though, you should add a "pan down and up" before the level starts, because you kind of feel like the first pass at a level is just a right-off when you're running blind.
Really well put together. I ultimately couldn't get passed the last level, even though I understood theoretically how to do it. That is really my only complaint: I felt like even after I grasped what I needed to do doing it was hard past the point of being fun. Still, a well polished game and a great mechanic.
Damn this game is rad! Great concept, great audio, nice visuals, and a reaaaaaalllly good use of the theme. There's an incentive to replay levels, too, which ends up giving your game some longevity. Great entry!
Anticipating where the root would grow interested me. The coins gave me a hint and the water budding a flower felt cheerful! If you have time to continue to develop this, I imagine you have considered other representations of blocks and pickups other than the gray blocks and the gold coins.
This is easily one of the most polished games I've seen so far in this LD. The blooming flower, the smooth camera movements, the energy gestion... The level of details is damn high, yet you succeded everywhere, as your game is gorgeous, moody, challenging and downright interesting.
Still, some points could be improved. I'll just quote Julian Ceipek who nailed it : "1. The root growing graphics should be smoother and make the location of the root more obvious. While playing, the split point becomes ingrained in the player, but I had to look at the root out of the corner of my eye because the twisting was actually uncomfortable to watch. By the time I finished the game, it took me a few seconds before I stopped having the impression that the game player was rippling. 2. The cool-down time for splitting needs to be made more obvious, or removed. Every time I tapped the spacebar and nothing happened, I felt that the game had unpleasantly ripped control away from me. 3. The level layout needs to be apparent at the start. Angry Birds does this very well with a panning animation. I think that would work well here, too. "
Also, I still think the difficulty curve may be a bit high and more variety wouldn't hurt : maybe for a full released version I hope you WILL do someday !! :)
This game is very addictive. The graphics and audio was very good plus the gameplay mechanic was really interesting and the level design was excellent.
Thsi is some original gameplay! It is deceptively simple in its gameplay but has wquite some depth in gameplay. Strategy and planning in an easy package.
I saw thsi game in a video and reminded me of my game because it is about growing plants but I was pleasantly surprised with this game (this game plays very good I mean)
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I feel like the game could be sped up though, I stopped playing after the 5th level because it felt too slow.
There are just a few polishing touches needed for this to be almost perfect:
1. The root growing graphics should be smoother and make the location of the root more obvious. While playing, the split point becomes ingrained in the player, but I had to look at the root out of the corner of my eye because the twisting was actually uncomfortable to watch. By the time I finished the game, it took me a few seconds before I stopped having the impression that the game player was rippling.
2. The cool-down time for splitting needs to be made more obvious, or removed. Every time I tapped the spacebar and nothing happened, I felt that the game had unpleasantly ripped control away from me.
3. The level layout needs to be apparent at the start. Angry Birds does this very well with a panning animation. I think that would work well here, too.
In all other respects, a truly phenomenal entry that could easily become a more fully-featured game.
//Udrian
Still, some points could be improved. I'll just quote Julian Ceipek who nailed it :
"1. The root growing graphics should be smoother and make the location of the root more obvious. While playing, the split point becomes ingrained in the player, but I had to look at the root out of the corner of my eye because the twisting was actually uncomfortable to watch. By the time I finished the game, it took me a few seconds before I stopped having the impression that the game player was rippling.
2. The cool-down time for splitting needs to be made more obvious, or removed. Every time I tapped the spacebar and nothing happened, I felt that the game had unpleasantly ripped control away from me.
3. The level layout needs to be apparent at the start. Angry Birds does this very well with a panning animation. I think that would work well here, too. "
Also, I still think the difficulty curve may be a bit high and more variety wouldn't hurt : maybe for a full released version I hope you WILL do someday !! :)
I saw thsi game in a video and reminded me of my game because it is about growing plants but I was pleasantly surprised with this game (this game plays very good I mean)
Great!