thank you it took all of my brainpower to come up with the title LOL!!
greenzanman
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dear d,
thank you for the comment,
before uploading, i showed my ma my cutscene, and she was baffled too LOL so you aren't alone in that feeling- if i had more time to improve it, I think I would either visually clarify the character intentions, OR maybe just add some narrator captions;
nonetheless, it's awesome you got the gist of the story, and I'm gladyou casted and spelled and spellcasted!
yee haw,
greenzanman
martin.
this game is almost too beautiful.
from the moment i started and saw the pretty lake reflection to LITERALLY EVRY ACTION in the game is supported by a comfy beautiful feeling with intentional visual and sound effects
the gameplay seems simple but you really nailed it!, i really love the subtle hints that is given in a non forceful way, still allowing for the player to clue into the bird's nesting conditions, while still allowing for progressive disclosure if they are stuck but letting them know they're still headed in the right direction (ex: ??? condition revealing once the player creates environment for it is great feedback and prevented what I would imagine be potentially frustrating moments otherwise)
i was slightly stressed at first because I was running out of space to plant trees. the only reason i didn't click off then was because I scrolled down to the controls and realized I could simply move the camera with A/D to have more space (which was a VERY FITTING way to deal with that gameplay feeling-wise, rather being able to remove trees LOL)
as many others said, the ambient nature and soundscape, with nature sounds and the meditative soundtrack, created an envelopingly comfortable, serene experience.
but one thing I wanna add is that it really did feel like a lot of love was put into it. like you play it and u go, "omg i can feel his love for birds welcoming me in"
AWESOME WORK
it was nice to fly! i wish the controls felt less evil for new players,, because i would often be holding W to walk forward, jump, and press J to start the broom, but then quickly have to switch to holding S instead of W, or else my broom would fall into the ground as soon as I started
windmill boosts mechanic was neat. i wish it was a little easier to connect between windmill boosts (before losing steam), but i really like the idea!
the visuals are definitely autumny!!
Nice game
pleasant game and IT WAS NICE to make sounds in a system that encouraged play, the imperfect rhythm lines, the ability to place notes anywhere verytically/horizontally, and the overall non-serious nature of the game made me feel welcome to play around,
AND PLAY AROUND I DID
checkout this beat i made (no download needed, just use the audio player that pops up)
https://drive.google.com/file/d/1fuHd7ZlN0R6p1SNNhtMPalHvriW0j2gq/view?usp=shari...
I did not enjoy moving their heads up and down as much as I thought I would BUT ONLY because I wasn't ever sure if i was clicking on the right part of their neck - so i kept having to drag n retry
omg i forgot i accidentally skipped the cutscene (i pressed the button on the bottom right in curiosity), so when i came back to the comments talking about it and then witnessed it,
it made me look back on my times with the geese even more fondly... LOL
but for real, nice cutscene! even with it lacking sounds, it was Awesome
NICE
LOVE THE CUTSCNE MY FAVORITE LOOL
very curious as to what you mean by "made my own animation engine!" i really love the charm the animations style added, the way they move as if puppetted by simple editor, especially with the little touches like the pleasantly satisfying sfx when the animals hop/flip
on the art visuals side i really love the distinct look - it reminds me of a fun paper crafty sort of look that definitely feels cohesive when combined with the animations and sounds AND u got that autumn palette used nicely
the ambient sounds fill the space in a calm but naturefully joyous way and fit the vibe of a mostly idling game
i will admit i like personally as a person am not the biggest fan of idling /tycoon games BUT i stuck it out! AND IT WAS WORTH IT, TO SEE NOT ONLY SMILE ON HIS FACE, but also the NICE, ELEGANT, AGREEABLE, SUPERIOR, HIGH-QUALITY, INNOVATIVE, PREMIUM, LUXURIOUS HAT!!!!!!!!!!
neat game and i found it very nice to play and get into a groove of
i wish some parts of the gameplay were a little bit more visually guided - e.g. i didn't realize i was close to losing before i was hit with the YOU'RE FIRED screen LOL
on the sound side, when the music reached the end of the track it fell silent, was that intentional? made me feel slightly empty
i love the title and you nailed the autumn vibe,
NICE GAME
LOL the first thing I thought when I played was AUGHH i FEEL BLIND AS- ohhhhhhhhhhhhhhhhh i see that's the point...
made me feel a wonderful balance of slightly panicky and frustrated, which i imagine captures this feeling for the less visioned people of the world haha
i accidentally skipped the cutscene the first time! it would be nice if there was some sort of confirmation the player had to do so, or specific key? because i only realized later, when i was like "oh did i just skip a cutscene."
i liked the art and the blindness shader, and the music fit the vibe very well too
omg i am thrilled u PLAYED throughall the waves!! this many sound inanae but iTS SO COOL ppl can experience an experience we make for people to experience...
and for the thoughtful feedback it is actually very very insightful, so thank you! one thing we didn't get to was a hotkey for the inventory, which i think may have made the rapid back'n'forth in the later waves a lot more bearable
and hehehehe glad u liked my cutscene and enemy visuals
enjoy this wonderfully image idrew for u, thanks for the comment!
HAHA it's awesome when the whole screen is alive, blooming flowers
the core gameplay seems like something with a lot of potential!
i could see some cool ways you might expand off of it.
- for me, as a player, once i got used to the flow of clicking the blooms, the gameplay became a little repetitive. may be interesting to introduce another mechanic that would increase the things the player has to "juggle".
- could also be worth experimenting with different fail-states or trade-offs (what i mean is, e.g., a limited water resource, that could encourage the player to be more intentional with their clicks - to maximize the use of their limited clicks)
the game was actually very neat, i enjoyed my time playing it
AND
i love the art and the goofy flower and the music made me feel like I'M ON A MISSION (awesome)
there are a lotta ways i like how u structured the game
- i really liked the idea of a quota bc it encourages u to play at your own pace; often i found myself finishing a level and i was like hmmm i THINK I CAN DO MORE, I WILL DO MORE
- and it feels GOOD to get 23 points on a level with 12-point quota HAHA
- the different flower traits really make u think in a pleasant way, good on that. i like how they make you think about relative placement of water and other flowers
- i like how how u set up initial layout of the levels to introduce concepts like the waterfall mechanics
- it felt really organic way to learn the concepts and often gave me a starting idea of how to approach the puzzle
- all of the 6 out of 6 puzzles i played made me go like "AHA" or "...heheheheh i seee..." so thats really cool
control nitpicks
the controls felt a little clunky. i wonder if there's more visual feedback that could be given to give me more confidence in what i was doing as a player
- deleting: i did not know i could delete at first, and wish there was more visual feedback when i did delete
- placing: can be hard to see where placing a water because the water block covers the tile i am trying to place it on
- along with the current drag n drop system, would have been cool if i was able to first select the flower, and then select the tile to place it on
- rotating: i really wish i could rotate the water block before placing it. would feel SLICK
- clicking on placed flowers/tiles currently does nothing; it'd be cool for it to do something, whether that be to
- display the info for that thing,
- or display the actionable controls you can do on that thing,
- or rotate that selected thing,
the introduction
when reading the helpful tutorial text i was feeling "get on with it already, give me the real game!"
i wish the reading could have been spaced out while i was playing the first level, but that may have required a hearty tutorial system that was probably out of scope for this 7-day jam, lol.
- e.g. like maybe after placing a water tile, then the tutorial prompt shows up to tell me how I can rotate it?
if not for a more interactive tutorial, i would also consider having the respective key controls like "Q/E: Rotate" be just there in the first level, so I don't have to click the ❔repeatedly while player is still learning the controls
the systems
- very thought out,
- splendid,
- and i love how they build onto each other
i do also wanna say that my comments on the controls and introduction mainly apply to new player experience; by the 3rd level, i felt I knew enough and had gotten used to the controls to play and think smoothly.
all in all, oken probably has the most impressive gameplay, content, and "would play more"-ness of the handful of games I've played in this jam, so yippee to you! yipee!
imma be honest i was straight-up failing like 10 quick game overs in a row...
then i converted to a new way of thinking. a new way of living.
HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS
HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS
HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS HIBSICUS

love the music and the sway of visuals that give it a nice breezy charm
its probably out of scope for a 7-day jam, but i do wonder how you could balance the game so that there is more of a sense of progression or stages to go through, other than bigger numbering
this idea of a balatro garden / a roguelike deckbuilder, where the effects of your deck depend on positioning is a really neat idea, was very cool to play 🌺
i think we all could take noted on ur SAUCE
this game has so much SAUCE from the visuals like those buds literally DANCIN, to the victory sound this game just feels good to play
gameplay itself was very interesting concept that i could see expanded on in many ways, its cool original take on memory game
instead of just memorizing and reproducing, i love the step introduced of calculating how the blooms will grow into the spaces
so when you expanded on this concept by making a flower bloom in 4 direction s ⬆️⬅️➡️⬇️, that was AWESOME and coincided with what i think makes ur gameplay interesting
but then the lightning thunder level.... as a player that made me frustrated bc i couldn't engage with these mechanics, bc kept having to wait
overall i love the SAUCE and had an enjoyable time and was surprised with delightfully SAUCE
i like how theres layers of difficulty:
- introduce the mechanics of watering, with no pressure
- bugs come in so player focused on them, flower big enough to catch its own water
- flower gets umbrella'd so player now has to juggle watering and bugs
i do think that 3. could've felt waaay cooler if there was more incentive (other than pts) for the player to water the plant and not only focus on surviving. like another failstate if u dont water it enough?
i do see you had limited time and more ideas, could tell you were aboutta cook. yeah i could definitely see some more gameplay changes making this like SUPER baller
Very strange feeling this game evokes, I felt like you created a very surreal world, kinda awesome
At the start, I had some trouble figuring out the controls and what everything was, and with that ticking timer my smooth brain felt panicked BUT
Once I figured out what to do (and what the paper on the top right meant) it was smooth sailing though!
Awesome work the funny looking customers are funilly creepy i enjoyed them

