A well put together jam entry! The visuals in particular have a lot of flair and care put into them
Ledan's Gift
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I initially quite enjoyed the gameplay, having a melee and ranged option like this is pretty fun and trying to accurately hit ranged attacks while being swarmed is quite compelling. Unfortunately, a single design decision undermines this effect. Having the central flower block your ranged shots makes them unviable to use as the gameplay gets faster, since one getting caught on it can just snowball into failure.
The preferred strategy then becomes to just stand in the centre of the screen and use the sword when the enemies get close; something which is significantly less interesting. It's a shame, because the gameplay overall feels good to engage with because of the strong feedbacks. I will say that I didn't vibe with the sound effects, they weren't very fit for purpose and got abrasive quickly.
A well put-together game aside from that though, good work!
I quite enjoyed the gameplay idea of trying to get as many matches as possible while being mindful of a timer that could lose you the game. That, in addition to the diagonal tile movements, set this apart from many other Bejewelled-style games. If there was some form of extra mechanic to keep in mind that would drive you into being quick outside of the lotus-loop, this could be a very interesting game. Good work!
Glad you enjoyed it, thanks for playing! One of the rule clarifications was that you only had to have 2 colours on the screen at a time, so we tried to use that in an interesting way ^^. I told one of my friends that I didn't think it was possible to last over 10 minutes, so of course they had to prove me wrong by surviving for 18mins and getting over a thousand points lmao
An overall strong entry! I really appreciate how you've used the static screen areas in an interesting way. Not being able to see ahead of you, and having to quickly scan the new screen area while running out of oxygen to hopefully find a new flower is a compelling way of using what was originally a limitation of the hardware.
While I quite enjoyed the game overall, there were two points that detracted a touch. As some other comments have mentioned, the wall-jumping feels a bit awkward and the platforming challenge near the end with the floating blocks ended up being frustrating. And secondly, the SFX that plays when one of your bullets hits a wall is way too loud and feels very grating.
Despite those two points, this was definitely a good jam game, great work!
A very solid jam entry! The feedbacks on the shooting are very well done, the concept is amusing, and the scope-cleaning is an interesting mechanic to throw in to the mix. I feel like I got some bad RNG on the third level, where multiple enemies would spawn right next to the flowers and eat them immediately, and so it felt like quite a significant difficulty spike. Aside from that though, great work!
While I'm typically not a fan of incremental games, I ended up quite enjoying this one. The progression is sensibly quick for a game jam entry, so it doesn't overstay its welcome. It utilises the theme well, has pleasant visuals, and I really liked how one of the main ways of interacting with the game was hovering the mouse over all the spawned bees. Quickly passing the mouse over the honeycombs and gaining a bunch of bees never got old and alleviated click-fatigue. Great entry!
A well put together entry! I was impressed by all the visuals made for the city, considering you spend most of your time climbing the stalk, and the gameplay loop of climbing while protecting yourself was engaging. I think my only criticism might be that it feels impossible to reliably block when bouncing on the leaves, and you often don't have much of a choice of when you jump on them because of the stamina. Good job!
Very solid entry; the gameplay is fun, the music that plays during the level is very catchy, and it's an overall neat idea for a game. The only frustration I had with the game is the lack of i-frames after being hit. In both of my runs I died after losing 4-5 hearts at the same time from accidentally careening into a group of enemies, which felt a bit unfair given the style of movement. Aside from that though, great work!
Thanks for playing! Balancing the light system to incentivise the player keeping all the light plants alive was slightly tricky, and I tried to make it so that if only one plant was alive it would drain very quickly. Sounds like keeping one alive might still be easier than running around, but glad you had a good time!
















