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Plant It!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Cleverness | #423 | 3.000 | 3.000 |
Theme | #426 | 3.000 | 3.000 |
Artistic Style | #469 | 3.000 | 3.000 |
Playability | #1177 | 1.000 | 1.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- This is a fun concept, but the game keeps breaking and giving me billions of build points instantly which kind of defeats the point.
Did you include your Game Design Document in your downloadable files?
Yes
Tell us about your game!
Spread and grow your plant in a real-time strategy survival game, take advantage of the terrain’s humidity where possible and survive against the sunlight which dries the plant out, and adapt the plant’s structure over time as the terrain gets more and more hostile.
Terrain - Each terrain tile has 3 parameters: humidity, sun intensity and decay curve.
The humidity value decreases over time depending on the decay of that tile. Absorbing humidity from the terrain is the main tool to keep the plant alive.
The sun intensity value will actively reduce a plant tile’s humidity, killing it in the process should the plant not gain enough humidity to compensate.
Sun intensity is also used to earn points that can be used to further expand the plant (not implemented in the prototype)
Plant - Each plant tile has a humidity absorption parameter, a distribution parameter (1 - absorption) and a humidity parameter. When a plant tile’s humidity reaches zero, that tile is destroyed.
The absorption/distribution value is represented by the colour of the flower on top of the plant. The flower goes more towards red on tiles where absorption is high, and towards blue on tiles where distribution is high.
At each step of the game each tile makes the following calculations:
The plant calculates the moisture of the next step which will be equal to humidity absorption * soil humidity + the residual of the distribution, in addition the plant adds humidity to adjacent plants equal to its current moisture * distribution divided by 8.
Player
The player chooses an absorption level and places a plant node. It’s possible to rebuild on an already occupied tile to change the absorption of the plant in that tile.
Controls
Mouse wheel to change absorption, Left click to build.
Keyboard
Arrows to move the camera, real-time strategy style camera movement
Requirements:
A CUDA capable Nvidia GPU is required to run the program.
Did you remember to include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Extra Notes
Thank you for the opportunity, this was our first GameJam, we hope you'll like and enjoy the game.
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