i like how theres layers of difficulty:
- introduce the mechanics of watering, with no pressure
- bugs come in so player focused on them, flower big enough to catch its own water
- flower gets umbrella'd so player now has to juggle watering and bugs
i do think that 3. could've felt waaay cooler if there was more incentive (other than pts) for the player to water the plant and not only focus on surviving. like another failstate if u dont water it enough?
i do see you had limited time and more ideas, could tell you were aboutta cook. yeah i could definitely see some more gameplay changes making this like SUPER baller