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Lovely game. I loved the dandelion and the concept of spreading the dandelion. My dad really hated them, and loves his grass lawn, but I think they rock. I think it's cool you implemented a fps warning to the user, and how smart it is in action. I think you should probably despawn dandelions outside of the plots after 5 minutes if it's not in the view frustrum to help alleviate the lag. 

I think you did a good job of keeping players curious and wondering, because I did have multiple moments where I thought "oh this must be over, there must be no more content" but ended up finding more around some corner. I did give up after only one tablet though, because I was a bit fatigued.

With a game like this, everything has to feel nice because there isn't a sticky mechanic or challenge that drives the player (walking simulator sort of thing) and I think you've achieved that here. It was fun jumping around and goofing around with the dandelions.

I can't think of any really solid feedback, this is just really polished and good. Maybe I'd say there could be some design choices to drive more player motivation. Maybe if I knew about the tablet earlier, I would be content to keep looking for it. Since my world was lagging, that of course affected my player momentum.

Great job!

Thank you for playing and the long review! Despawning dandelions isn't an option, as I think one of the coolest things is seeing the path you've made them take.

And yeah, I should probably have put the first tablet in a even more visible space so that the player gets the objective earlier.