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(+1)

I actually really like this one a lot, and as someone who likes puzzle games, it's refreshing as opposed to seeing another action game (not that there's anything wrong with that). I think that you could definitely take this further and flesh it out a little bit. 

These are absolutely not meant to be taken poorly, but are merely trying to be constructive because I really do think that you should continue to develop this if you have the interest to:

  • Is there a mechanical reason for pollinating 3 times to complete the flowers? If there was, I didn't see it. You might be able to use that mechanic in another way, though, such as having powerups to show un-planted plants as possibly being incorrect before finishing the plant.
  • The white flowers = incorrect kind of confused me at first. I think if it wasn't for the auditory clues, I may have thought I was doing something good when planting those. Maybe a dead plant or something? Just food for thought.
  • Might be cool to have some sort of map/grid persistence between rounds, and some sort of adversary in later rounds (or even rounds with clues of places where NOT to plant.)

Anyway, I'm serious when I say that you've got something going here. Maybe it's bias from me also making a puzzle game based on a 5x5 grid and I have a soft spot in my heart for that, lol, but keep up the good work!

And I wonder how many younger players you lost with the 867-5309/Jenny mention lmao.

(1 edit) (+1)

Thank you so much for the kind words and thoughtful feedback! The player pressing spacebar to pollenate 3 times is actually a holdover from an earlier idea I was working on before pivoting into creating a puzzle game. That idea basically involved a pollen meter that would decrease as the player used pollen so the player would have to decide where to best use its pollen.  When I decided to make it a puzzle game instead, I felt like having the player press multiple times to pollenate kept it more interactive and “on the controller”(even though its keyboard controls). I really like your idea of using a dead or worn plant instead of white flowers when the player pollenates the wrong grid tile.  I also think your idea of having levels where the player has to figure out which tile not pollenate is really interesting. It would allow the player to spend more time on one level and have deeper, multilayered puzzles. Thanks again for the really helpful feedback! I was not initially planning to continue work on this project, but after receiving alot of positive feedback I may reconsider that.  Looking forward to trying your game out!

For sure. I mean, don't feel pressured into spending time on something you aren't planning on, especially if you have other interests in mind. But keep it in the backlogs for a rainy day!