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A jam submission

> witching meteor gardenView game page

roguelike about growing a space garden and escaping corporate life
Submitted by Ludipe (@Ludipe) — 4 hours, 15 minutes before the deadline
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> witching meteor garden's itch.io page

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Comments

Submitted

Damn, this is a really pretty game! I love the title screen and the audio too. 

It's pretty fun, but without any level progression it feels like you run out of things to do fairly quickly. The optimum strategy seems to be standing on a money flower and using it as a 'wait' button.  Changing it so that you received money when walking onto the tile instead of clicking  might fix that little exploit.

Interesting game but I didn't quite understand it. I included it in my 7 Day Broughlike compilation video series, if you’d like to take a look. :)

Submitted

Love the visuals and audios of this! Great use of ASCII and it looks and sounds amazing.


The gameplay is pretty interesting, but could probably use a bit more time and balance, but it's real fun building up your board with flowers. If the goal is to gain as much money as possible you can do that by sitting on one money flower in the corner of the board indefinitely. If the goal is to grow a plant in each tile, at some point you really end up at the mercy of the enemy spawn patterns and which flowers you are offered. At around 7 or so flowers there starts being a lot of enemy spawn configurations that you can't defend in time unless there's some mechanical hook I am missing. The two biggest challenges are the next enemy way spawning immediately and with only one turn notice and the fact that enemies can kill the flower you are standing on.


I never did figure out what the yellow squares mean, or any insight into the enemy AI beyond them acting every other turn.


All and all I really enjoyed playing around with this. Thanks!

Developer(+1)

Hi! Thanks for your feedback! :-)

Yeah, the game is definetely super unbalanced. Things came up on the last days and I had little time for the game. I think I ended up having like less than an hour for balance.

There was a fourth plant (that I had to cut off due to lack of time) that allowed you to have some control over enemy spawn. I agree having an enemy spawn right next to a plant feels cheap. You can move to agro them far from the plant but that strategy only works on some cases.

The yellow squares are just the enemy trail. I added them when enemies just teleported from one tile to other so you could see where they came from. I guess now that the enemies move properly those yellow are distracting and confusing.
Again, thanks for the detailed comment!