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(+1)

Fun little experience and once I figured out the significance of pulling the leaves it got a lot more interesting.

I was a little confused from the description at first, thinking that the goal was to use the "Pull Leaf" input as little as possible to maximize my score, but once I tried doing it things made more sense. 

The setup of allowing the player to designate when to up their difficulty is really cool, but I'm curious if you had tried using something like an item pickup for the difficulty ramp so that players were forced to move around to get the max score or forced to be "unlucky" because the pickup spawned in the middle of the screen and they couldn't avoid getting it while dodging the current pies?

(+1)

Thanks for playing and for the kind words! Yeah, I definitely feel like there could be a better way to communicate the clover mechanic to the player. I would have loved to add a short animation illustrating the effects and include more sprite animations around the "pull" action, but I was pressed for time and pixel art is my weakest area at the moment.

The idea of having pickups instead of pulls is something worth exploring. If I went that route, I might iterate on the level design and movement a bit more.