What an engaging result for a game made in two weeks! Bravo! The visuals and animations were stellar and very satisfying to look at!
After reading the controls I decided to just jump in, see where things take me and read the FAQ, if I needed it. But turns out I didn't :)
I found the weapon management, flower management and inventory management quite thought through and easy to understand. The only part that was a bit fiddly was trying to move a flower within a weapon while my inventory was full. It would have been a little easier if I had at least been able to at least lift it, instead I found myself storing flowers I didn't want to throw away in a weapon I didn't use, then going back to optimize my actual weapons.
A lot of the items ended up sitting unused, mostly because waiting for the effects to go away wasn't too much of a problem.
The different areas all brought something unique and changed up the enemy's attacks nicely, even though there were only a limited amount.
It would have been helpful if the portal had a special icon on the map, since very often it ended up being not too far away from where I started the stage- but I usually explored the whole stage and sometimes struggled to find it again. Usually it was recognizable by the shape it made on the map- but at least once it turned out I had headed for a puddle in the wall, haha.
I liked the creativity of the bosses and that they werten't all just "hit them till their down". Especially the second one was memorable. I unfortunately seemed to hit a wall by the end- maybe it was a problem with the web version? - but I beat (?) the fourth boss and was suddenly thrown to a zoomed out view of the first map- unable to do anything anymore.
Nothing can beat my bouncing, almost endless, blood-sucking blueberries, I'm sure! Someday I shall get back to this and prove it! And if not that, then I will come back to try out all the other weapons I decided against this run :)
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Thanks! I'm glad you had fun with the upgrade system and the different areas!
The map does have an icon for the portal once you've found it (a purple dot) but it can be a bit hard to see. I wonder if it would have been a good idea to add an outline around it for better contrast.
Good call about the upgrade management - we put it in the bag just to make it very robust so you don't lose upgrades in an edge case, but I did run into that problem once myself during testing.
Glad you liked the ninja, I was worried the mechanic wouldn't be clear but people generally seem to enjoy the fight after figuring it out.
After the fourth boss, the flower, it eats you and you end at the title screen again. Your build gets consumed to be used at the third boss during the next loop. The loops should be playable, they worked fine in editor and Firefox web build, but we had been fighting a camera but that I thought I fixed but maybe not?