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I'm truly thankful for you taking the time to write out this comment!!

Let me address your points here:
- Skill Tree: Agreed, I would like to make the pacing a little smoother in especially the mid game. The balance of not choice-fatiguing the player and still giving some room for options is quite hard to hit and design. For this prototype I just went for linear progress as it is much easier to make a fun experience. There is a lot of potential in the skill tree, I'm unsure I can "harvest" it (pun intended). I guess it is unclear to me if it would even produce a more fun experience, while requiring significantly more work.
- Flower IV: Thanks need to fix that. It's due to how I balanced the growth of the honeycomb with the increasing number of flowers. A little off and the honeycomb would just consume everything around it once it gets kicked off initially lol
- "flower spikes or clusters (like lavender, milkweed, foxgloves, basil, goldenrod...)" -> I like this idea, might experiement with that, thank you! And yea basic logic was neglected at some point during development (daisy vs sunflower size lol). I just liked the way they looked and left it as is.
- nitpicks -> will fix

Thank you again for engaging with my game :)) I will try to produce a better version asap.