The controls felt clunky to me, but everything else was on point. Good job!
circadianarrhythmia
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Fun concept — I’ve never needed to wipe my scope in a shooter game before. Could use a slightly bigger scope, in my opinion — managing the scope is hard enough, but then not being able to know that enemies are coming is a nightmare. Still kept me engaged, and is one of the better games I’ve seen in this jam.
I think the main problem I have with the combat is that the range of the player’s attacks is much too small; if I need to get in close to the boss to deal damage to it, but the boss also deals contact damage, there’s no way to win. Compare this to Elden Ring, where the bosses don’t typically deal contact damage, and are comparatively slow and lumbering. I also don’t see a connection to the theme. It needs a bit of work, but I can see a good fighting game coming of this.
The controls feel a bit slippery, but all in all, I like the game! The idea of spawning new platforms when you get a certain amount of a resource is something I haven’t seen yet, and I think this game could really do well as a rage game. I don’t see the connection to the theme, but it’s definitely something to keep working on.
I liked the idea, but it definitely needs much more polish, especially with the hitboxes. One of my other ideas for this jam involved walking around in a dark maze, so in a way, this is the game I didn’t get the chance to make. Sadly, it doesn’t seem to have much connection to the theme, either.
(Also, eugh, description written with AI. Don’t do that.)
This is a pretty solid game, but there’s a few flaws that really hurt it. The controls feel really janky before you get used to them, and once you do get used to them, the game is too easy; as mentioned by others, there’s no difficulty scaling. I also found the music quite grating. I like the idea, though — maybe this could be nice in a rhythm game format.
I don’t know if this is a bug, but the game runs extremely slowly. The level indicator took a whole two minutes for the first level to become playable. There’s also a lot of antialiasing — which is discouraged for the B1T Jam. I didn’t really understand what any plant did at first, so a tutorial might be nice, and the enemies seemed to take no damage, with my plants also missing their shots the most of the time. I wish I could like this. It seems like a good idea for a game. But at the moment, it’s just a mess.
It’s an interesting game, and I’d love to see it fleshed out, but in its current state I can’t rate it high. There’s almost no explanation of what anything does – or, indeed, what you actually need to do, and everything is too visually indistinct to make it feel good. Additionally, I think the enemies move a bit too fast to keep up with. Please keep working on this, though.
Nicely done! The gameplay felt polished, the art was good, and the game itself was very fun. I don’t think the theme was well-represented, but I had a blast playing.
I did get an error after playing for a while:
SCRIPT ERROR: Invalid access to property or key 'global_position' on a base object of type 'Nil'. index.js:474:18
at: _bot_takes_discard_with_6 (res://Game/game.gd:346)
I absolutely love the game concept, and the art done for it, and the music, and once I got a hang of it, the game was also quite enjoyable. Sadly, the UX was atrocious. I found that the menus were hard to navigate, and understanding what was needed of me at first was difficult. I think this game has a lot of potential, and I want to see it bloom into a proper game.
Also, I couldn’t figure out why, but for me, all the text was compressed together (no matter what browser I used) — but I assume that’s a “works on my end” problem.

Very well done. I really liked the game, and it’s a really novel take on the theme. I had a lot of fun playing it. One thing I would change is how difficult it is to evade bugs; sometimes, you’re just stuck between one bug and another that are out of phase, and you can’t really get from one to the other fast enough, or you’re speeding along and hit a bug… it’d be nicer if you had a few extra hit points (or make that an upgrade in its own right!) All in all, though, this is a solid game. Good job.
(I think there’s a hint of a third color on some of the progress bars… not a big deal, though.)
A fun game, with well-done art. I think the music was a tad grating, but not overly so. I would somehow try to make the puzzles more complex; the sticking point of sokoban-likes is that they have tons of moving parts to maneuver around, while this game only has three. Short and sweet, would love to play again if you ever make more levels.
I loved the idea, but like others have said, it was really difficult to know what exactly was wrong with each plant. I feel like that’s the fault of the manual; it seemed to give inaccurate descriptions of what a wilted leaf, etc. looked like. I would also work on being able to skip the tutorial to allow for faster resets. The tools didn’t work for me, either. I still think this game has a lot of potential, and I liked the sound design.
The controls are much too unintuitive for me to justify my frustration as part of a rage game; in Getting Over It, for example, it’s relatively easy to control what the character is doing, even though it might not be what how the character is moving. In contrast this game’s controls feel unpolished in all the wrong ways; there’s not enough force being applied through the flower, for example. I like the idea, but this needs more rethinking to be good.
A cozy little game, definitely something I could see myself playing for hours. The hummingbird seems a bit out of place; you get almost no mileage out of it, compared to the butterfly, it’s more situational and almost always worse. The music gets a bit repetitive after a while, and it could use a bit more visual polish. All that aside, this is a great idea for a game, which I would love to see expanded on.
Mh. While I get the concept of putting a call to action in a video game… the same call to action also makes me not want to play the game. It could be nice to at least have some feedback (e.g. “an est. 20% of plants will not grow this year”), or be able to remove plants that haven’t grown. I also found the game loop rather uninteresting; I just ended up growing as many of the highest-value plant every time. The visual language of the game, too, was hard to read — everything blended together — and the music got repetitive quick. The concept is good, but needs a bit more fleshing out to be enjoyable.
