Thanks for the feedback!
We have some intention of creating more areas to explore and plants to collect, along with adding some other features. But nothing's set in stone yet as we're taking a break now that the jam is over :)
Interesting story and attempt at the limitation. I got stuck after a while because I didn't know what to do at one of the doors, and there was a bug of some kind where the music stopped completely after I defeated one of the enemies.
The art for the ground tiles are a little jarring and could use a little less detail but on the flip side the player and character art were very cute. Nice job!
Thanks for the feedback! Glad to know the puzzles were ok, I didn't manage to playtest them during the jam.
I kind of considered "not having a proper explanation for each mechanic" as the unpredictable part, and once someone understands it, the predictability feeds into the rules but I guess its a very different interpretation.
Yep i initially had the player slide off the wall but doing so created a bug where players could slide over edges and hence jump higher than they should.
I haven't managed to solve that problem so the movement is like this for now, sorry about that.
Edit for others that sees this comment: I decided to revert to the player sliding over edges of walls. I realised that sliding over edges would feel like much better movement even if the some puzzles can be skipped this way.
Deceptively simple game, but eventually becomes complicated as you realise you are working to keep everything in balance, rather than to keep your animal alive.
Weird tactics I've had to carry out:
The art and sound were nice, and the game fits very well into the themes of wild and unpredictable rules. Nice job!
Nice game! The graphics and audio were simple but charming, and I managed to finish the game after exploding and somehow coming back from the dead multiple times :).
If you ever plan to expand on the game, I would suggest having a manual like from "King of the bridge". It would be interesting because it makes every death "useful" by unlocking a new rule, rather than to feed a seemingly endless and gaslight-y book. (So gameplay is less linear)
Nonetheless, great game!
The art and audio were great, I especially liked the parallax images in the background.
The controls for aiming and dodging were a little finicky, but maybe it's just because I'm used to games allowing players to shoot and move at the same time. I got to the second level but couldn't beat the 3 snipers even after using dodge and slide.
Great game!
The art and music for the game are great, and the controls are very smooth.
I think I somewhat understand there was a day/ night cycle, and how each plant had different needs, but I have yet to decipher what each symbol meant. Sometimes it is hard to see them against the similarly colored background. It was also nice to explore the area outside the main garden. (A lot of potential for lore :))
I feel like this would make for a nice gardening/ puzzle game but I'm not sure if applying "unpredictable rules" for the symbols was helpful. There isn't much motivation for the player to try and collect as many plants as they can. (A pokedex style encyclopedia/ device for the player to learn more about the plants could be a nice addition)
Also, this might be a bug but for some reason my cursor has a black square hovering over it that blocks the view a little.
Great job on the game though!
The web version of the game is now v1.9, likely being my last update for this game. (Windows and Mac builds stay as the old v1.8 jam version) The following were added:
Took me way too long to realise I can go faster by gliding 😔 but afterwards it made it a lot easier to play. The graphics are very cute, and the game concept is pretty unique!
Edit: Forgot to mention, the timer would also disappear after a couple of seconds, which made it hard to tell how much time I had left. (I could somewhat read it from the remaining visible half)
I think the urgency can definitely be increased with more suitable audio on my part. I should probably have made more modes of difficulty and a longer track.
I was looking at the game more as something casual for those who don't play much 3D games. Those who want to race/ speedrun have the option of maximising their highscore through picking off-path flowers while trying getting home as fast as possible. (In hindsight, this wasn't very obvious)
Thanks for the feedback!
The art is incredibly cute, and the trivia puzzles were very entertaining. The fact that most of them were doable with common knowledge made it fun, but statistical questions like "Roughly how many species of birds cannot fly" felt a lot more random in comparison.
The Imposter Mode made for an interesting mini game but the highlight was definitely the Trivia Mode. Nice job!
This is a really cute game! The movement and block mining were satisfying, and I enjoyed the freedom to pretty much mine anywhere I'd like. I mined around for a bit, found the red sparky monster guy, and then wasn't sure how to continue from there. It's fun even though I treated it as a "mining simulator where I run from my monsters and my problems". :P