i do think that this game would've benefited from more minigames to really emphasize the theme, and it was a bit odd when the first minigame was as difficult and tedious as it was (and, to be clear, the tediousness is the point and that's very respectable), and then the second minigame with the stones was extremely easy to do by comparison. with the message that care takes time, i do think that simply more of these minigames, and even leaning into the difficulty and patience required with the first should be emphasized. overall i really enjoyed it though, particularly the highlighted text with definitions, that was really cool to engage further with the information. nice game!
LeafLight Studios
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i'm happy to see that it turned out so much better than it was in sprint 3! the ui is beautiful and the real world science is incorporated well too! nicely done! it still does feel a bit clunky to move every individual thing from one end of the room to the other, especially with the player moving as slow as they do, but that's a minor nitpick.
i was able to get past that story screen but it was definitely not inuitive whatsoever, so you should probably include something in the game to lead the player to use the arrow keys to scroll that text. a big thing i noticed was that the terrain sprites didn't match up with the collision every time, especially with the slopes in the second level, and overall it creates a less cohesive visual identity to the game. on top of that the fullscreen doesn't really work as intended it seems, in godot you can change the project settings and the fullscreen options to change that. lastly, the excessive use of generative AI is disheartening to see and it kind of hurts the environmental message that the game says it is about, however, i hope you continue to make more things and more independently in the future.
i liked the whole theming of the game, mine is somewhat similar in that way, but the tank controls honestly fight the player a bit too much and not knowing the map or really having any introduction made getting to work or home quite difficult to do. it's informative too and may be helpful to many people to learn what they can do for their communities, so good job, although it could definitely use much more polish.
i think it's lacking a bit in depth and explanations of mechanics, i ended up "winning" on my second turn with two apple trees and raining on them would give me a bunch of water and rain cards, and just by trying to use them up i ended up winning, which felt like a hollow victory to me. in a second run, i ran out of space to plant things and was unable to remove the unusable cards from my hand, which resulted in a softlock. i do think it's pretty cool though, especially the art, just wish it was more clear what exactly to do.
i think that the dialogue between the narrator and pea was a real highlight, but man that ending was grim. i don't think that it totally fit the theme of the jam, just being more generically environmentally focused rather than specifically "plant a seed", but that's ultimately less important than how it is as a game. heads up if you walk back through old rooms the dialogue starts up again, so if you're going to continue working on this project i would start by solving that first and foremost.
this is a pretty cool game, although i'm not entirely sure if there is a possible lose state considering i did get some of the bars quite low. it was interesting to play through a crisis with countless possible and uncertain solutions, and i definitely learned a lot. as a heads up you may want to know that the folder "L.U.S.I_BurstDebugInformation_DoNotShip" is in the submitted zip. not really my type of game but very informative and extensive on this one particular topic, well done!
so i'm a bit confused, is there anything to do in the game besides walk around and turn the power on? the planet with the hex grid is nice, but it doesn't seem to do anything and it's extremely hard to even select to do anything with a hex because selecting any other hex seems to take priority over the ui button. there's nothing to do on the engineering deck and plenty of things lacked collision, the options menu doesn't work and it seems to me like there's really no point in saving in this game where you do nothing, but i do appreciate the architecture being set up. the main menu does look really nice though, along with the image on the itch page, but sadly it seems that there is no game here.
i think that the high graphical fidelity on display here that comes with unreal engine 5 is really dragging down this game, both in the framerate but also in it's entire identity, it doesn't really leave an impact or convey a message bigger than a cursory "plants are good". on top of that, the volume slider functions really weird where it has no major impact unless very low (my thoughts are that it may not be linearized and is operating with just decibels which would explain that), and the volume doesnt set itself low on the first frame of a level, so it was really loud for the first little bit before adjusting to my settings, which wasn't great. on top of that, there kind of seems to be no reason to ever plant a seed rather than throwing one, since the animation takes longer to plant and it also doesn't let you plant multiple times in the same area, while throwing has no such limitation. i do like the top down perspective though, and it's a fun enough world to run through. with some actual mechanics, this could make for a much better game.
pretty solid game, i think the level-changing mechanic was awesome and overall i do just enjoy tower defense as a genre. giving feedback to player interactions could definitely be much stronger however, and the lack of it definitely diminished the gameplay experience overall, but i kind of covered that in my feedback form too. solid concept though, and as a tower defense enjoyer it was certainly enjoyable.
this is pretty great for a solo project! from the development summary it sounded like a rough time with a lot cut, but i think the focus on photography really worked! i do think maybe a little more guidance on how to use the camera because it was definitely a bit tricky to figure out at first, and something like a pause menu with some settings would be nice because the sensitivity for my mouse was quite high for whatever reason, but i enjoyed it and i think the narrative worked well.
solid incorporation of the theme and i quite like the ui improvements since the previous sprint, it feels pretty smooth to play, aside from how sometimes something that seemed like it should work didn't solve all of their problems, but solved the one they were talking about if that makes sense, which made it a little harder to parse. i like how it kept expanding and opening up with more and more goals for your plants to reach though, and more and more niches for them to fill. overall pretty good game, just not really the type of game i enjoy.
hey i won the game! but i destroyed the planet. this game is pretty great, if each microgame's description was a little more indicative of the controls it would definitely be a lot better (needing to use arrow keys genuinely threw me off so much). i do think that a hopeful tone would be nice, and there's really nothing going on that makes me think "plant a seed". also a minor thing but aesthetically i like the use of emojis as assets, since it's kind of tied to the systems that the game is critical of it works well and is a nice way to have easily recognizable assets. i would love to see more, especially with more music and sound.
heads up two big issues, the feeback form link doesn't work and the game will crash if you chop a plant down with the axe. the various tools the player has access to seems like it could be interesting but there's kind of nothing to do other than walk around, and i cannot figure out how to collect 3 grains of sand for the beaver. also i noticed a cool font in some menus but not others, why not in all of them? and why not have remappable controls in the games settings for the sake of accessibility. there's also a lot of assets scaled differently which definitely hurts the aesthetics of the game. i hope it'll be cleaned up and ready for the next sprint, because there's a lot of promise shown, but the execution needs a lot of work.
the physics based moving and placing the objects around really feels like more trouble than it's worth, same with the game being 3-dimensional at all, it's not really making use of the space and the ui definitely needs a lot more work before i would consider releasing this project. hopefully it's a lot better by the time the next sprint is done, because i do like the concept of grafting and combining plants to solve unique problems, but currently it doesn't feel very engaging.
like last time i think the theming on a metaphorical seed and focus on light pollution are great and pretty unique too! a minor change to make could be making the text box a bit larger considering it's the primary thing the player will be engaging with throughout the game. aesthetic looks good and based on the prototype it looks like you guys are making great pace, i have no doubts that this game is doable for the jam.
hey we're working on pretty similar games! interesting! from playing the prototype i do think the player's jump could definitely use some tweaking, for me they were able to kind of hover in the air which didn't exactly feel intentional, so that could be something to take note of. aside from that it feels pretty great! i was skeptical on how bamboo would differentiate itself from the mushroom but they both clearly have different use-cases. i hope you guys are able to use all awesome art in engine too, the aesthetic will be on point once you can i'm certain. good luck for sprint 3!
conceptually i think this game is pretty solid, although the lack of gameplay in the prototype shown and the singular implemented game in the spreadsheet has me a bit concerned for the scope being a bit large for this game jam. i'm also not super sure on how it relates to planting a seed other than the connection to the environment as a whole. i think that the idea is really good, but its hard to judge without anything major to show at this point - even in the prototype. best of luck! i hope you're able to add all the microgames you intend to and that the scope is actually fine!
the visuals are looking especially great, and this sort of top down and tile-based game is looking wonderful. the players inventory also looks great and the functionality is all there. the player being fully transparent with thin lines does make them blend into the background a bit, which is something that should probably be considered for the full game. i also noticed that hazards rather than enemies were mentioned, which to me implies that health as a resource will be less significant to this game, so with that major mechanic taking a backseat, its important to consider what the main resources will end up being, as that seems to be a major part of the game. good luck, looks good so far!
i think that basing a game off of grafting plants for different varieties of problems is a really cool idea, although i am a bit concerned that the gameplay will be a little too obvious, but it combos well with the games concept. aesthetic is hard to judge at the moment but i think it'll probably come together well. overall looks like a solid project with a really interesting theme, really looking forward to seeing more!
the gameplay looks pretty intuitive and unique, although aesthetically it seems pretty directionless at the moment. i hope you guys are able to come up with something nice for the aesthetic though, as i believe in the idea as a whole. my main concern for this project would be to ensure that it's a game and not purely informational, and have some way to challenge the player even if they can identify the plants perfectly. overall a really cool idea though, looking forward to what it becomes in sprint 3!
the incremental focus makes a lot of sense in the metaphorical planting a seed, and i quite like that. i do have to wonder what there is to the gameplay to make collecting the trash a challenge, because without something like that it could be kind of trivial and perhaps not click with players and may potentially diminish the message. i think it's excellent to switch the focus from cleanup to prevention in the late game, that's a really cool idea and seems like it will work well with the constant growth expected of an incremental game. good luck with the game!
it's a little vague what the moment to moment gameplay will be in this project, passive buffs are mentioned, but what are they buffs for? what does the player get up to while exploring the world? it's probably something that you guys have already thought of, but it isn't written down which makes it a little unclear as an outside observer. the current assets look really solid though, and i can envision a future where this game is really good and impactful.
i really like the clear concept and extended use of the metaphorical "plant a seed" here. on top of that the focus on light pollution is something that you really don't see a lot of in general and it's a unique niche to center a game around - at least from my perspective. production plan is a little vague but the scope is pretty small so i don't expect that to be a problem for you guys.
although the core gameplay is a little vague i think it's a great idea, although it doesn't seem to involve the jam theme of "plant a seed" much more than in a metaphorical seed of change if that makes sense. the scope and production plan are also kind of vague but it's definitely less of a worry for a solo project if you have full control over the results then you kind of know what you're capable of. the audience for a game about the destruction of data centers is definitely there too.
by the way, not feedback but if you need a team i'm in a team of 4 right now in a semi-metroidvania project if you would like to join.
the aesthetic and plan for gameplay is definitely on point here, although if i have any concerns it's with the number of levels, that seems like something that might have to get cut back during development if anything. the core gameplay loop is solid though and the theming is all there. i also like the use of a druid, very "classic fantasy".
i feel like this project is small enough to definitely be achievable, although i am concerned that it could be overly simplistic as a puzzle game, and i'm not entirely sure who the intended audience is. the twist of the player needing to go back and maintain their actions in the past in order to build a sustainable future is solid though and contributes to the theming well, although after it happens once it may lose it's impact.
i like the attention to detail where holding the jump button makes the player jump higher, little touches like that really improve a platformer! the rewind mechanic is also really cool, although along with moving and jumping and pretty much every action in the game would really benefit from some sound effects. excited to see where this goes if you do in fact continue with it!
also heads up it's typically best practice to put the .exe and .pck together and zip them for the itch upload
i wish the intro cutscene was skippable for multiple playthroughs, and i noticed that when locked on to an enemy, after killing them i was still locked onto where they were, and the camera got kinda weird at one point and pointed straight up, although i suspect its probably rooted from this issue, so that's something to take note of (i played "The_Last_Spinja_BugFixes_Windows.zip" in case that helps). the enemies could also use some feedback and actually being a threat would be good too, but at the moment they just kind of take a while to die and just don't do anything about it. i also really liked the 3d visuals! the game has a solid style to it there. nice game!
it's really not the worst thing you could make for a first jam with entirely new software, and as for the fullscreen thing, i'm not entirely sure what's causing it but i know what might help (here it is on godot 4.2 but its probably the same in like every 4.x version):
go to "project settings" from the "project" dropdown and find window settings under display
here you can find where to change the width and height (here i have it set to 1280 by 720), and what i think will help your particular problem is under stretch you can set it to stretch the whole viewport when it scales up rather than just the canvas, which should avoid having just like a gray rectangle on the side, sort of forcing your game into a certain aspect ratio.
i hope that helps! and i encourage you to keep making games and learning!
i liked this game particularly for its unique control scheme and the visuals, it's pretty awesome and it has that roguelike sauce to make me keep playing. audio and generally menus and stuff would definitely enhance this game a lot!
the game did crash on me after a bit, here's what it said in case that helps you diagnose it:
___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object obj_hearth:
Unable to find instance for object index 14
at gml_Object_obj_hearth_Step_0
############################################################################################
gml_Object_obj_hearth_Step_0 (line -1)
i like this game a lot i think it's pretty awesome! the ui could definitely use some work, and it felt like the enemies moves more or less didn't matter as my actions were pretty much out of my control in the first place, but spinning the wheel is fun and the little characters all having distinct personalities makes it very fun to play and keep going, even if it seems to just go on endlessly.
it's definitely very unclear when you can and cannot vaccum up the debris, sometimes i would just be stuck going over them again and again with nothing and other times it would seem to get them before even touching the debris, i did like breaking the objects though, as well as the overall design of the roomba.
very enjoyable game! it does feel like it caps out at a certain point, the difficulty and need to spin is really only present in the beginning stages of the game, after a certain point it does kind of play itself. i wish there was more of a reason to spin in the later stages of the game. it's a fun game though, well done.










