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A jam submission

Flower PoweredView game page

Protect your flower
Submitted by foolsroom (@foolsroom) — 9 hours, 5 minutes before the deadline
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Flower Powered's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#64.0774.467
Game Design#183.9564.333
Overall#243.8464.213
Art Direction#344.0174.400
Theme#743.7734.133
Innovation#923.4083.733

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

This game had a strong premise. It lacked in a few key areas for me though, such as indicating to the player important information such as when to reduce usage or when to really buckle down and protect your plant. I started off playing conservatively, but  got a little bored with that, so I just went bananas and started filling the screen with zapinators lol. which ended up having no real consequence. For a more in-depth insight, I streamed it here:

Submitted(+1)

The style and game feel really came out well in this one!  Great use of camera shake, good audio, and I also really appreciated the resource/energy system.  I was impulsively upgrading until I realized I had to tone it down so I didn't anger the energy company too much.  Having the ability to place down the weapons at certain locations adds a lot more depth to the game as well.  If I put to many slow firing weapons on one side, that side could be compromised, finding a healthy balance to make the weapons most effective, etc.  I think this game should get more views, I'd love to see this expanded upon!

Submitted(+1)

The concept is great and it fits the theme well. The game has mesmerizing visuals, good sound effects and an interesting gameplay loop that kept me playing for quite a while.

Submitted(+1)

Outstanding game! I keep suggesting people to use things like camera shake, hitstop, crunchy sfx and crunchy particles to juice up their game. Finally, I find a game that meets that expectation!

Its a very minor thing - but it might have been cool to see even more variation in the magnitude and duration of camera shakes, although there already was a decent amount. 

I can understand why you did not implement hitstop in your game - just too much going on to want to pause the game, but I think if you used it sparingly, mainly in key moments of the fights, then it would add some extra pizzazz. 

It was difficult at first for me to understand where the mental engagement for the game was. I thought, okay this is just an auto / looping type of game, that's all. But I began to realize that how much you spent and whether or not a weapon was enabled or disbled mattered to some extent.

However, I also saw that I often didn't pay the full bill, and so my rates went up (love that) but I still survived until day 14, even after many consecutive days of my missing part of the my payments. I'm guessing there are some calculations behind the scenes to determine at what point the player is really severely punished for missing too many payments, but I wish those were made more obvious to the player, so it could inform my decision making.

Similarly, I didn't understand how much life I had left, and so it was impossible for me to gauge how careful and careless I should be about protecting my plant. It was not obvious to me when I was taking damage or how much damage I took. So in that sense, though the game does aspire to be a thinking mans game (or it seems that way) I think the UI and communication of player state is lacking, and makes the game feel a bit more braindead then it actually may be or was intended to be. 

I still had a lot of fun, because the point of the game was to turn me into a killing machine, and you executed that very well. I also really enjoyed the resource management aspect of it, up to the point I realized that I didn't feel noticeably punished for missing payments and didn't know when I was near death. 

I would be happy to playtest an updated build if you keep improving this, because I think this genuinely has a ton of potential as a browser, mobile or even steam PC game. Sorry for the long message.

I would also really appreciate it if you can give me some feedback on my submission as well.

Submitted(+1)

The visuals were handled really well, and the game was appealing to look at. It did get a little boring for me after a while, but my only idea for a solution is music. All in all though it was a pretty well designed game!

Submitted(+1)

Super awesome game. Probably my favorite that I've played so far. Love the animations and sound; they provide excellent feedback and make it really satisfying to play. I played for 14 days and I'm not sure how long it goes, but I think the energy requirement could be more punishing because I ended up not really having to juggle turrets for half of my playtime. Great job though!!!

Submitted(+1)

Such excellent visual feedback! I truly aspire to this type of development    

(+1)

survived 14 days!, fun as hell and the art, even though simple, feels so dynamic and fluid (are those animations made in-engine?) 10/10

Submitted (1 edit) (+2)

Awesome! Perfect in so many ways, the juiciness is amazing. Loved the... weapons? names