The game looks amazing. In the beginning, I did not really have any idea what to do. Then I found one thing after another I could interact with. After the timer ended I was surprised to see how much I completely missed. It's crazy how many objects there are in the game the player can interact with. Great job!
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SPRING SPLASH's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2 | 4.474 | 4.474 |
Cozy Spring Vibes | #12 | 4.158 | 4.158 |
Overall | #16 | 3.860 | 3.860 |
Fun | #50 | 2.947 | 2.947 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I'm absolutely impressed by what you have managed to create in just one weekend! The artstyle is fanastic and there are lots of unique items in the game too! The environment looked wonderful. The gamplay is varied too, although I didn't quite realise that as I was playing. After finishing the game I only learned how many achievements (and tasks) there were to do. I was under the impression that my only goal was to water the plants. I think it would have really helped me to have the achievement list available during the gamplay. And personally I would have enjoyed ticking off that list without the looming deadline of a countdown timer, just for that extra cozyness. Overall Im super impressed! The cozy spring vibes are 100% present in this game. Thanks for participating and hope you enjoyed!
Thank you so much! It was definitely a tight deadline to realize our idea but we are very happy with the result :D Thanks to the amazing feedback we have received so far, we identified some points where clearer communication is very needed e.g. like you mentioned what tasks can be done/what objects can be interacted with. Having the achievement available during the game would definitely help with that communication issue as well! Thank you for organizing these lovely game jams! It’s our second time participating now and both times have been a ton of fun!
It was quite tricky to get how to increase/decrease the water flow, but this game was gorgeous and I like all the achievements that you can unlock 🌷🏆
It's a really pretty game, I love the art a lot!
I accidentally fell outside of the house hehe
In case you're planning on continuing this game after the jam, here are some bugs I ran into:
When jumping over the wall and going to the hills, you can go around the house and see the inside of it, but can never go back again. When I click esc to open the menu, the timer doesn't stop. Since I couldn't go back inside the wall, I just explored the hills and threw myself into the abyss lol, when the timer ended, the timer started counting 0-2:21 etc and I can't click or open the menu to leave the game
Wow you really managed to break the game quite a bit (tbf we didn't stress test the collision so I'm not at all surprised that you were able to sneak out lol) Thank you so much for the list of bugs you ran into! We do want to continue to work on this project so this will definitely come in handy :D And of course thank you for playing too!!
Took a while to understand what the game was REALLY about: Achievement frenzy! It's a pity it doesn't save them across playthroughts since I'm sure it's impossible to do them all in one sitting. I think I managed to get about 80% of them. Very well thought! Great ambience, cozy atmosphere, a lot of hidden mechanics I really enjoyed discovering :spoiler alert:
(cleaning the walls, my panic when I was stuck on the pond until i realize dI could fill it up, invader plants, windmills and targets, drawing on the sand...) I'm really impressed. About the end of the first I realized you could change the strength of the hose which was a welcome surprise :D
To be honest, I enjoyed discovering all those things by myself. The achievement list was enough to guide me into the discovery. Some of the achievements did not trigger during the play but I completed them at the end. I am pretty sure I did not miss them so maybe there's something there.
Congratulations, I really enjoyed this idea.
Hey!! Thank you so much for playing :D I'm glad you enjoyed the game!! Saving achievements across playthroughs is an awesome idea (and a good excuse to finally look into save systems). And you did not miss anything with the achievments that are only triggered at the end! I wanted to implement a system that rates the players progress with the garden after the time is up. There wasn't enough time to properly implement that system so I scraped it for now but I still wanted the achievements that were awarded during this part to remain in the game. So for now they are awarded silently but that's definitely a part that is hopefully better communicated once we update the game!
The artstyle is so well done~ and i really enjoyed the effort you put in this, but i dont know what to do with my water thing XD
Hey! Yeah it seems like some kind of introduction/tutorial is desperately needed for the game (playtesting only for ourselves really doesn’t help with recognizing UX and communication issues) :’D The goal is to improve the garden’s liveliness by watering plants and cleaning up stuff and just have fun with different water interactions which also leads to collecting different achievements for small tasks you can do. Sometimes it helps just aiming the water at different things, like dead plants, for a bit to see what happens :D And thank you!! My partner really did some stunning work on the art!
The art is awesome but the timer makes me feel a little stressed especially because I have a potato PC and it's very laggy :/ but it's really fun regardless :)
Thank you so much for playing! I'm sorry to hear that the combination of lag and timer stressed you out! We have some graphics settings that might help with the lag (you can open the menu with escape but forgot to acknowledge that and the timer doesn't stop in the menu... probably not really a great help with the timer stress :')) Although, I don't know how much that will help with framerate issues since we weren't able to stress test performance. Just thought I would mention it (and should note the settings on our download page if someone else has similar issues). But I'm glad to hear you had fun despite the stress!!
Great game! Loved the art style and the music.
Would have been great if there was some kind of tutorial explaining what to do as I didn't even realize you could use the water to clean walls or move the little windmill until near the end.
The achievements were really cool, great way to add some replay-ability to the game.
Thank you so much! The music wasn't made by us, it's from this lovely lofi pack! Also great note on the stuff that might get buried. We are already thinking about a small cut scene at the start that's teasing what the different types of interactions are.
This game's presentation is great!! The art is lovely, and also the logo and camera panning looks slick. The achievements are a great idea for replayability (and the number of them is impressive!). Personally, I would have maybe liked the play time of one session to be shorter so I could play more times and try get different achievements. Also, maybe a tutorial to explain the mechanics could have been useful because I was a bit confused at first.
Thank you so much for playing and for your feedback when it comes to play time! There is still a lot of balancing work left to do so it's great to hear some new perspectives. The time crunch forced us to cut some corners and a tutorial was unfortunately part of the cut content. But it's something we will keep in mind to add in the future!!
What a cool game.
I love the vibe and the idea of a spring-garden-cleaning/watering.
The artstyle is also really nice.
I appreciate the different ways of what you can do with a stream of water. Watering plants, cleaning, hitting little targets and windwheels.
Also the idea of having different achievements at the end to increase replacability ist great.
Lovely game. Its amazing the amount of detail that you have. I would love to know how you made that dynamic ground material, I was fascinated that you could make small puddles anywhere on the ground.
Thank you so much!! I'm glad the puddles were appreciated :D The puddles are masked out in the Material with the help of a Render Texture that is drawn on during runtime when the water collides with the Landscape. It's a bit of math to accuretly map the Render Texture to the Landscape and paint at the correct position and a few tricks in the Material to get smoother transitions (Noise mapped to the gradient of the Render Texture and some smooth stepping to blend between mud and water). If you are interested in specific ways of implementation in Unreal in can gather some resources I used to figure it out (although I couldn't follow any of them 100% because of some technical limitations).
I still had them saved in my tabs so here you go: this playlist was extremely helpful when it comes to learning about Render Textures in Unreal (specifically the Unreal Live Training, I worked with similar systems to the one used in this game jam before so I wasn't entirely new to the set-up but skipping through the playlist helped a lot), this video shows how the system is used for a dynamic landscape, and finally, similar to the last one, this video except with a method that is a bit easier to set-up (which works incredibly well in UE4 but has some issues in 5 when it comes to height displaced Landscape and since I wanted to keep my options open I opted for the other method).
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