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(+1)

Liferoot

  • 3D navigation using the mouse inputs are fluid as hell. Very easy to look around—though I wish there was a pan function to better strategize movement. It happened a couple of times where I seemingly went past the world boundaries.
  • The environment and plant generation is strong mechanical work. Good job!
  • The all-important tutorial label is cut off past the bottom of the viewport (at least on fullscreen).
  • Without a backstory or any type of player motivation, I couldn't really digest the gameplay, so initially just clicked tiles wherever available towards the nearest water source, and progressed like that. Once I figured out the idea is to do likewise and navigate adjacently to the required plants, this infused more strategy on my part.
  • The jump in metrics is too abrupt, I feel, and it's difficult to get a sense of how much you're going to get taxed or incremented health-, projected decay-, and turn-wise.
  • I wish some thought was put into what this world is, to more organically tie into the "Decay" theme. As it is, it feels very shoehorned in.
  • The bright, cartoony 3D graphics and solemn music are very nice individually, but seemed a stylistic mismatch.
  • Animation work solid! The way the herbs sprout from the tiles makes the game feel polished.
  • Clicking "Setup" through the escape menu irreversibly forces the player to start a new game (was just exploring the UI).
  • Like the font and style choices of the UI, though detest the awful template that's been going around on this scene for a while now (which shouldn't be allowed anyway, on the same basis that AI-generated code isn't permitted).

All-in-all, Liferoot is a solid effort by Godot Wild Jam veterans that makes up in style where it lacks in substance, and shines a light on the often difficult-to-achieve need for coherence. Evaluated separately, fantastic 3D graphics + animations, functional gameplay programming, and thoughtful sound are sure enough reasons to sample this submission.

(2 edits)

First of all, wow, thank you so much for the detailed review.  It's very much appreciated, and I want to give you some thought process behind those decisions:

- There wasn't much time for narrative and cohesion with the amount of features we added. The tutorial text we thought would be enough alongside the intuitive nature of the game. Adding features is always fun but then explaining them and making sure they have no bugs is the part no one wants to do haha. So thats understandable. If we had another person in engine, or more time it would have been addressed.

- Personally, I was working on refactoring the tile placement to be more optimized.  I found creating all these objects at runtime wasn't a good idea, and it started to lag quite a lot. Really glad that you saw it working fluidly there, with all of those mechanics in place. 
I had the luxury of working with some great talent so I was able to just work on all of the code, optimizations etc.

- For the UI, we made the hud, setup, and gameover scenes from scratch.  The leaderboard was made using a plugin, but I don't think creating that from scratch is really a good priority in a jam either. Most UI stuff were just last minute additions, so I understand the frustrations there as well. The only thing we used the template for was the main menu options and loading screen. That was to rebind controls, etc. If its going to be the same every time, I don't know why you have to spend dev time recreating them. I wouldn't really compare that with AI, that's doing it a bit of disservice, when the team wants to prioritize other tasks. Especially since its the most taxing and tedious part, imo, working with the UI. 

Glad you had some fun with the game, and nice top score there, and once again thank you for the review!