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It also took me so long to fully grasp what was going on lol, but I am actually quite fond of the concept here, and the mechanics are SUPER creative and unique!!

Perhaps a more visual wrapper around things & some sort of tutorialization would have gotten me past the confusion. Like a preview of what each card will do if you apply it, on hover, for example.

In terms of balance, once small change I'm thinking about is, maybe the total mass of the root system would be a better metric to use to track the progress towards flowering?

I would love to see the flower sprout at the end, atop my final root system! Perhaps different decisions the player makes would lead to different types of flowers, or something.

But gosh this simulation environment is so neat, I want to build a whole garden from it!

Thanks! Yeah, I had a plan for step-by-step tutorial; display information about each root segment and its impact to the whole system.

But even the balance – i put real values of income, prices last hour before submission just by feelings and suggestions. I didn't plan schedule well this time and many important things had done last moment.

The idea of current balance – is distribution of water. Spend it to develop the root towards juicy cells or keep it for the next turn if there is no useful cards at this one.

The former idea I figured out first day of the jam was way more complex: it consists of 3 type of resources, 2 of which get by the root from the ground and third recycled by the flower according to its level. The roots had have to form transport network and player should upgrade bandwidth of certain segments along with absorbing ability.

But it's just a jam and i had trim all exceeding the time limits. The flower visuals also gone under feature cut.