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A jam submission

ROSEMINDView game page

Grow from a lowly flower golem to a budding hivemind while you take back your home and achieve long-forgotten stability.
Submitted by ASTRELION (@kingASTRELION) — 2 hours, 27 minutes before the deadline
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ROSEMIND's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#393.0703.500
Originality#422.8073.200
Audio#432.7193.100
Controls#482.5432.900
Overall#492.6443.014
Theme#502.8073.200
Fun#502.4562.800
Accessibility#592.1052.400

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Curious game. She definitely has potential. Because of the randomness, sometimes it can be very difficult to win, and I did not understand how best to proceed in order to accurately keep the hive alive ^^'

Developer

Yeah, I’d agree. I didn’t have much time to tweak numbers, but spawn rates and patterns need to be tuned, as they are mostly entirely random. There could be (rare) scenarios where no golems spawn, but you’re surrounded by enemies, which isn’t ideal.

Submitted

What a great idea! I really liked gathering all my golems and attacking the goblins en mass. The only issue I had is that I wasn't able to know if I was actually attacking my enemies or not. I think a visual or aural indicator to give some feedback to the player would be a nice addition to the game.

Developer(+1)

I definitely agree. Thanks for playing!

Submitted

Interesting golem management game here, I personally like the simplicity of the art style; for some reason it reminds me of Forager. The attacking was a bit rough, and on occasion I have seen a single goblin completely wipe out my army even though I was spamming attack and frequently changing directions. During normal gameplay I don't think I ever had to worry about the islands sinking, but that's mainly because the enemies are too stronk for me. Cool game, cool entry.

Developer

Every character’s attack is effectively an AoE, with a hard cooldown of at least 1 second between instances of damage. I definitely think it’d be best if the enemies would attack golems one at a time instead, or at least increase the golem health or provide a regeneration mechanism.

Islands were meant to be more of a central mechanic, but I believe that at least is just a numbers thing that would need to be balanced so they feel more impactful.

Thanks for playing and the feedback :)

Submitted

I also struggled to attack and kill anyone. But I did enjoy the simple look and feel here and I'm in a mind to make a simple top-down game for my next jam entry .

Just a tip for next time, very few people in these Jams play games that require a download, and you'll not get many reviews unless you play and review lots of other people's games. Submit an HTML5 entry and you'll get more interest.

I learnt this the hard way my first time around!

This time I've been forced to make mine a download because the HTML5 export on Godot 4 is so poor. But I'm trying to learn 4 so it was a good opportunity.

Anyway, this wasn't a bad entry, but do work on the attacking dynamics and make sure you nail the essentials in your next jam

Developer(+1)

Thanks for the tips!

I had a web version, but it seemed that it broke all the navigation for some reason and I didn’t realize until after the deadline, so I just took down the web player.

Attacking is definitely not in an ideal place, but I tended to use the golems you accumulate and walk them around enemies to kill them without taking damage. The golems are probably a bit too easy to kill in that scenario, though.

Submitted

Web export is very tricky. I have had many issues with it in the past too

Attacking is pretty awkward. You have to face the direction you want to attack, but then you'll run into the enemy if you do.

Nice game though!

Developer

Yeah, I was going to add ranged golems you could get as well, but ended up not having time. Thanks for the feedback :)