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Amazing entry all around, definitely stands out in a great way. The art is gorgeous, with the mole animation being especially great to me. I love all of the little polish and details such as the opening cutscene, and the mouse turning into snippers for harvest. The live recorded music is so great, and the sounds back it up for such great audio as well. This game is so so polished, and is super great.

Gameplay wise, I found the majority of levels pretty easy, but level 8 had me thinking, and gave me a good aha moment when I figured out how to solve it. As a fellow designer of a puzzle game, I understand how hard it is to tow the line between too easy and too hard, especially when everyone who plays is so different. For me, Flora is a bit slow paced at the start, but overall did well at keeping me engaged throughout. Not that you should listen to me necessarily, but an idea that I have if you were to do any post jam updates would be to maybe create some different shaped levels to create more variety in the early parts. This could change things up a bit, and also would potentially reduce player choice to create more teaching puzzle opportunity.

That being said, I have pretty much nothing but praise for this game, and it'd be super cool to see how it could be expanded upon. Great work team!!

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Hey! Thank you for the high praise, and for taking the time to play the game through and write out your thoughts in detail. :)
We really appreciate all the kind words and I personally fully agree with your feedback. Hopefully after the jam we can find the time to reiterate on the difficulty curve and come up with more restrictive levels that teach the player more. 
Thank you!!

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Thanks for the thoughtful comment!
As the designer of the puzzles I 100% understand and agree with the sentiment about the difficulty curve, and still believe I could've and should've dedicated more time for them. The biggest recurring problem was the levels went from too difficult to pretty easy on a change of 1 additional or fewer flower, and becoming a difference of either forcing grindy play or simple planning at the start. Due to understanding our scope creep a little late we settled on aiming for the easy side. Level 8 did turn out as a bit of an outlier.
Thank you for the feedback again, much appreciated!!!

Oh definitely, going for easy is 100% better in the case of a jam, so that was probably a good decision if you were running out of time. Well done anyhow, I had a lot of fun, and I think level 8 stood out to me in a good way :)