Nice game, very nostalgic feel, I enjoyed it! And especially congrats on successfully making it through your first game jam! Also, it was awesome having you on stream :) Here's the VOD if you want to check that out again: (yours starts at 19:32)
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The Very Thirsty Plant & the Labyrinth of Ghosts's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation (visuals) | #59 | 3.640 | 3.640 |
Overall | #90 | 3.320 | 3.320 |
Theme | #101 | 3.360 | 3.360 |
Concept (gameplay) | #127 | 2.960 | 2.960 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I love the idea, but when I touch some of the borders I just stop and sometimes stuck. When a ghost catches me then hearts even don't help me, because I just can't move in any direction. Unfortunately, when I water plan 3 times it didn't grow :(
Nice visuals and music, but the controls could use some work. There were times where I was pressing a button but it didn't actually register, and I got pushed out of bounds by one of the ghosts at one point lol
Cool game, with a nice presentation.
I wished I could use WASD because it kept scrolling the web page.
Good job!
Ah! Ghost pushed me into the bushes and I got stuck :(
I couple of suggestions mainly because it made the game take a bit to start:
1. The controls are not listed so I was not sure how to move/interact at first
2. For some reason, though the focus should be on the game, my browser page kept moving while I played since I had to use arrows which made it hard to play :P
Other than, cool little spoopy game
The controls are listed on the title screen, but they are not listed on the page. I do agree that they could be clearer.
This is an issue with Chrome (and other browsers that don't respect focus on the canvas element), and it is a bug I have noticed in other games that only use the arrow keys. You can play the game in fullscreen, and it won't have this problem. If I were to go back, I would make it WASD for controls.
Really cool game, I like the randomized areas with each water pour, I couldn't get far I got to 3 max as I kept getting stuck of walls or pots. Otherwise great work! Keep it up!
I like the idea and this could've been a really cool game, sadly the execution is not as good, as others already mentioned, having to press the enter to pick up a jar, getting stuck at ghost, also the animations feel a bit off when holding multiple keys at once.
I mean, it is not un-salvagable. All of the things you have stated are fixable problems, and I am definitely going to go back and make a better version of this based on the comments left below. I cut a lot of corners to actually get a completed thing in the time period, and I was kind of learning things I went, so I burned a lot of time just doing trivial things, and I made a lot of simple mistakes.
Smart idea and nice game!, I liked pretty much the graphics. I noticed a bug, when moving diagonally, some strange things happen. Good job tho, I enjoyed it!
I love the Gameboy style.But I always got stuck between the ghost and the jar and then I can do nothing until the ghost kill me.And the jars (except the first one) seems have a circle colldier and they are really hard to pick up.
Interesting idea. The main issue I had is that the theme of the game has no reachable goal. made it a little frustrating. I ended up multiple times being stuck in the border after crossing to the next area.
But nice implementation for the limited amount of time.
I understand what you are saying about a reachable goal. The goal is simply to not die, which I realize means that there is no win condition. There's nothing that you are trying to get to so that the game can end. I could have added one, but I chose to not because I preferred the open ended nature of it technically being able to go on as long as you can survive and not be caught by ghosts. Collisions on map transitions are a nightmare, and they make me realize that I should have just declared an entry point for each map which would have never had this problem instead of using the players current x and y to calculate where they should be on the next map.
I understand your reasoning. I would then just put in a timer and a "round" marker of how often someone watered the plant.
As for the transitions.. just instantiate the player on the center position each time on a map switch. Then you will not run into such an issue. Might not be the best choice, but it should work.
Good vibes!
Just a bit disappointed not being able to use my gamepad as the game had a strong gameboy feeling. But, no time to do everything during a jam, so, :D
It’s a cute idea. Sometimes I get stuck (especially when a ghost attacks me) and sometimes Enter just doesn’t work so I can’t pick up the water, which gets frustrating. But it’s a funny concept.
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