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This game is really pretty-looking and super polished! I wasn't quite sure about the title page image being at all attractive, as a gray mass looking at a brown logo isn't particularly thrilling. It was seeing the quality polished screenshots of the gameplay made me change my mind to play it. I think a change might attract more players.

I have similar critique as the others. I got bored by about the 4th puzzle as it was starting to feel repetitive, but I kept going up to puzzle 6. They're not bad puzzle ideas persay, as they might prove more helpful for younger players that might not be able to advance to higher ones? Or introduce new mechanics sooner.

This is my UI critique, but I might just be dumb. Perhaps being primed by other games, but usually when I'm missing an "item" I need to get, it's usually brightly lit, and the item/flower that I already have, turns dark so I know I already completed that particular one. I think it's an easier visual match of "what I need - brightly lit" matching the flower on grid is how my brain interpreted it initially. While it being "dark" I had to spend more time staring at the dark image and "guess" which one it is. It took more brainwork to process versus it being a quick visual match. I hope that makes sense! I'm not sure if you want to flip it and see if it processes better for other players (you'll have to watch them playtest it) but I definitely messed up for a while on the early easy puzzle as a result. Or having another indicator that I already got that flower with a green checkmark or something.

This one would be a bit of a doozy being a biology major, but... moles do not eat flowers LOL ^^; Gophers and voles do. Perhaps you could consider a color switch or a future mechanic for more enemies (or friends) as something to make it more scientifically correct. Moles are carnivores and can damage plants indirectly by lifting and damaging roots... maybe can drop invertebrates to attract moles to a certain spot to clear plants, move way from plants, or block smaller enemies (voles) can be future potential ideas to consider.

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Thank you for the detailed feedback. :)
The difficulty curve is for sure bad at the moment, I don't blame you for getting bored. It seems we're losing a lot of players before a new flower is introduced (7th puzzle) haha.
The UI element for required flowers definitely needs changing, I like your checkmark idea for that. 
TIL moles don't eat flowers. :')

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I really wanted to get to the next flower but just couldn't be motivated enough fighting off cute moles. I'm reminded of the vegetable gardener who could not win against the gopher who kept eating parts of his small harvest... so he decided to feed the gopher. The gopher no longer ate the rest of his garden lol.

Perhaps if we had an extra reason why we were cultivating flowers it would be worth the work ^^; perhaps the player is a florist who wants to give flowers to others, so we have a visual reward for it. Or maybe they want to grow rare breed of plant variations that are on the brink of extinction, which is a real endeavor for some specialty gardeners. Well... feel free to ignore the feature creep advice lol. I have a feeling this game would do especially well for mobile someday (: Good luck!

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Thank you very much! All very good suggestions and honestly don't necessarily increase the scope by much. :)