Very nice art, simple, but i didn't find any challenge.. The only challenge I found was to wait.. That's a shame because you could do better with your game, and his very great concept :)
I really love the background, but i have to say, that paint SkillZ (sorry, not harm meant, i like the plant, but looks a little of the whole style looking at the rest (background, rain, and plants)) But still a cool game.
Neat game, i just would have prefared a "real time" aproach in growing the plant because the "round based"growing part feels kinda strange to me. STill a good job
I really like the visuals and the game fits perfectly into the theme, overall I kinda feel like there's a little bit missing from the game, but I also think that it's a good idea and can be improved :D
The growing mechanics look really nice and smooth. The main issues I had with the game design were that I had to stop every couple moves to restock on water, and more importantly, that my plant got despawned as I went along.
I'd have loved to zoom out by the end of the game and see a giant branching behemoth that I've built.
Maybe in place of the red circles which force you back, you could have markers where you end that particular branch, leaving the flower there? Then you could assign a random position somewhere along the existing branch structure that the player could continue playing from. Aside from the resulting aesthetic, it'd mean mean the player could gather the water droplets more quickly as time went on. While they're a nice balancing mechanic early on, they quickly get tedious with having to constantly stop and wait. If you could grow out your water gathering operation, they'd remain a limiting factor early on but would become less of a bother late game.
Bugs: -I ended up having two parallel stocks turning simultaneously, about 200px apart horizontally. The flower would jump between them if I mashed right or left enough. -The A/D keys would become unresponsive if I turned too far in a given direction. Not sure if that's intentional or not, but I'd like to be able to make fuller spirals.
Comments15
I'd have loved to zoom out by the end of the game and see a giant branching behemoth that I've built.
Maybe in place of the red circles which force you back, you could have markers where you end that particular branch, leaving the flower there? Then you could assign a random position somewhere along the existing branch structure that the player could continue playing from. Aside from the resulting aesthetic, it'd mean mean the player could gather the water droplets more quickly as time went on. While they're a nice balancing mechanic early on, they quickly get tedious with having to constantly stop and wait. If you could grow out your water gathering operation, they'd remain a limiting factor early on but would become less of a bother late game.
Bugs:
-I ended up having two parallel stocks turning simultaneously, about 200px apart horizontally. The flower would jump between them if I mashed right or left enough.
-The A/D keys would become unresponsive if I turned too far in a given direction. Not sure if that's intentional or not, but I'd like to be able to make fuller spirals.