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Quite a nice idea that allows for a bit more complex management than many of the more intensive looping games I've played. The flow state was very nice and I felt the intuition of the objective was pretty straightforward. I did feel there needed to be a bit more push and pull, or at least something to let me know if I'm not reaching my maximum potential of output. I felt the pickaxe was also underdeveloped as it seemed way more worthwhile to just wait for spots to clear up - accidentally using it wasn't much fun. Very polished otherwise.

You guys seem to have a love for gardening with this too.

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My original over-scoped design had more uses for the pick axe— like replenishing rocks that spawn in a quarry and provide a source of stone/metal resources (also my original designs called for resource types and crafting, you can see why I say "over-scoped")!

"You guys", heh I am a solo jammer— all art, code, and music is by yours truly! 😁 Maybe if I had a team, there would have been time for all my bigger plans and ideas!