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A jam submission

Supercritical: A Post-Apocalyptic BonsaiView game page

Trim the nuclear bonsai before it goes boom!
Submitted by Maaack, mikezimean, Mikoolec — 1 day, 17 hours before the deadline
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Supercritical: A Post-Apocalyptic Bonsai's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#13.8263.826
Originality#14.5224.522
Audio#34.1744.174
Overall#33.9253.925
Controls#63.8263.826
Fun#113.6093.609
Theme#183.8703.870
Graphics#213.6523.652

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

I fear my tired end-of-week brain didn't really get the idea of the game. Quite a lot to read and take in, and then level two seems to ask for something different. I completed those levels without any clue what I was doing!

But I starved the flower on level three :(

I'm a terrible gardener in real life too!

Developer(+1)

Thanks for trying! I'll work on making tutorial text more digestible for future releases.

Submitted(+2)

This is so cool! Looking forward to playing more in the future!

Submitted(+2)

Great use of pastels, and I appreciated how I was able to plan out my next move after each input. FYI I spotted a minor typo in the introductory text boxes ("harves" missing a "t").

Submitted(+2)

Flower go BOOM! I really liked this game. I especially liked the tutorials at the beginning of each lvl, without them it would have been hard to understand. They were thourough and explained how to play well. I got to the part where you need to upgrade your flower, but I couldn't find a way to give it nutritents.

Only thing I felt was missing was a mode where, if you held down your movement controls, you could keep moving instead of having to mash it to get from A to B.

Very nice

Submitted(+2)

Wow, this is a very original game! Amazing concept and style. It fits well with the theme. I also liked the music, it immerses you in a meditative state)

Developer

Thank you for the positive feedback! We're happy you enjoyed our game.

Submitted(+2)

I must be missing something because my flower was gaining health, but then it just said I ran out of time, but there doesn't seem to be a time indicator on screen?

The music and graphics are lovely though, and work really well together!

Developer

there's a turn counter in top left

Submitted

There's not though?

Developer

There is, it appears after you've done the first tasks

Submitted(+1)

I think the problem here is that I didn't cut the vine it was telling me to cut so the counter never shows up. The turn counter should show from the start. I still don't see why I ran out of time, though? It looks like the aim of the level is just to care for the plant, which is what I was doing?

Submitted(+3)

Woops, almost forgot to comment !

I played the whole game while streaming to a friend, who happens to love bonsais and he was absolutely amazed by the concept.

The puzzle works, the levels are greatly designed, the music fits very well and is beautiful on its own : it's a superb submission of course, but it is a great game first.

The only problem I had personnaly, but that's just because I suck at puzzle games, is that I took a lot of information at once, but let's not forget it has been made in 2 weeks and you didnt have time to make three levels per tutorial step to give us time.

No, really, you nailed it, congratulations.

Developer(+1)

Thank you for all the kind words and the feedback! We can definitely work on breaking up the text more. I'm glad both you and your friend enjoyed it so much!

Submitted(+2)

Wow super interesting game with a very unique mechanic.  Really liked seeing the vine spread, and I enjoyed pruning the vines and trying to plan where I wanted the plants to grow next. Great job!

Submitted(+2)

Probably the most original game i played this jam. Nice tutorial, graphics and audio. Well done! I still wished there were WASD bindings by default though, but that's fine :P 

Developer(+2)

Thank you! I'm glad you still enjoyed the full version!

I made a dev mistake and now anyone who played a the playtest version cannot enjoy WASD by default in this build. I'm really sorry about that. They should work for any new players, but there is a local config file that you'd need to remove on your machine to get the same experience. I'll rename my playtest builds in the future to avoid this happening again. Thanks for reporting this!

Submitted(+2)

Game had a lovely retro feel to it, I think the font was really taking me back. :) The music is super chill too. "Wait" never worked for me, so I just moved back and forth when needed. Congrats on a solid entry.

Submitted(+2)

Pretty cool! The graphics and music are great, I love that minimalistic approach. I very much like how learning curve is smooth and easy to grasp.

Submitted(+2)

Really cool entry, there needs to be more strategic pruning games.

Submitted(+2)

This game was really unique and creative. I must admit I was a little overwhelmed the first time I tried to play it, but having the smaller second level and all the texts helping me at the beginning of each stage made me understand well the game.

Would love to see more levels and mechanics :). Congrats to the team, amazing interpretation of the theme and for the original idea!

Developer (1 edit) (+1)

Thanks for the feedback! I appreciate you letting us know you felt overwhelmed, even though you managed to get through that. I do worry we're still be losing people with the amount of text/mechanics.

Great to hear you'd like to see more! We appreciate all the kind words :-)

Submitted(+2)

I finished the game even though I’m not a puzzle person, things I liked:

  • Mechanics - this is one of the most unique and original entries, I’ve never seen mechanics like this before and I’ve played thousands of games - great job!
  • Code - game source is available, and the sources seem well-structured into readable chunks.
  • Music and sounds are great.
  • UI - nice turn indications, full game menu with sounds/screen controls.
  • Introduction - game mechanics were clearly explained.
  • Art is simple but works.

What I suggest improving:

  • Controls
    • Holding arrow key doesn’t continue moving character
    • Z key to wait didn’t work for me
    • no WSAD support - that’s easy to add through Godot’s InputMap
    • no controller support - as easy as adding WSAD :)
  • Code is missing LICENSE. I suggest using MIT license like Godot itself or any other you like, but at current state it’s not safe to contribute/share code under an unspecified license.

Overall great entry, well done!

Developer(+1)

Thanks for the follow up! I messed up and now my earlier playtesters cannot enjoy WASD by default in this build. Sorry about that. You can either delete your local config file and rerun the game, or remap to WASD in the options menu.

I'll add the license, too. Thanks for pointing that out.

Submitted(+2)

This is quite unique among the jam entries. A very cool concept and the levels were well designed and thought out. The difficulty curve wasn't too extreme or flat and it was a lot of text but the mechanics were introduced cleanly and with concise explanation that made it quite parsable. Well done!

Developer

Thank you!

Developer

Sweet! We can definitely work on breaking up the text more. Thanks for the feedback all the kind words!

Submitted(+2)

This was somehow a very nerve wrecking and a very relaxing game at the same time :v The goal was always clear and the mechanics was easy to grasp.

Submitted(+2)

Very fun, and quite challenging. gets a good balance of thoughtfulness and tension , which is very nice for a puzzle game.

Developer(+1)

Yay! Thanks for the kind words.

(+2)

This is a really cool puzzle game. The colors kinda hurt my eyes though

Developer(+1)

Thanks, I'm glad you found it cool! We appreciate the feedback on the colors, too.

Submitted (1 edit) (+2)

Hey, gratz for the release!

Thanks for the first external constructive feedback on our game, and I’m sorry for not reciprocating sooner, but I was knee deep in the code 🙈

However, I’ve found your simulator-ish approach very original and interesting and I’m looking forward to playing the final release and properly rating it after I take a little break after these two weeks of non-stop coding :)

I noticed our games differ the most (real-time vs turn-based aside) in approach towards player guidance - Supercritical provides a lot of text while ToUG provides as little text/guidance as possible, challenging the player to figure out what’s going on. Some players hate that as much as others hate overabundance of text. I for one would enjoy these interesting game mechanics more if I was “forced” to uncover the mysteries of the simulation myself, but perhaps people spoiled with modern games don’t have patience for that :)

Developer(+2)

Thanks for the feedback! Hope you get a chance to check out the full game.