Grill. This is surprisingly harder than it looks lol
Leyren
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Quite nice, I really like the art style and the little animations / details on the bee! At some places, it felt a little difficult, I'm not sure where exactly to put that though, if it was a skill issue on my end or maybe would've been nice to have e.g. more control over the vertical speed the bee moves. But either way well done, I enjoyed it :)
I was a little too stupid to understand what I'm doing, so I kept running around for a while, randomly breaking things and walking further and further, having to backtrack a lot afterwards lol. Visually it's quite appealing, and overall I like the idea of a roguelite-ish theme with mining like this. I feel this is definitely something that could be expanded on, mechanics-wise
Really smooth and cute little game. The art of the different plants looks pretty. My absolute favorite though was the day-night-cycle. The way the sun moved around and threw long shadows around the plants was very satisfying, and at the same time it was useful for visualizing the passage of time. Well done!
A very strong baseline for an idle game. I played.. a lot of idle games over the years. This one definitely does a lot of things right. The balancing, the management of multiple resources in different ways, the meta progression with resets. Obviously, the art and UI/UX would need quite a bit of care, but from gameplay mechanics really nice! I'd suggest adding a "click to gain XYZ" already in the beginning though, or in some other way make the start a bit more engaging. Other than watering, waiting for it to grow, and selling, you don't do much in the beginning, which feels a litle bit too stale (since there's no idle production of money present either). Just as food for thought :)
This. was. amazing. Okay so, first of all the art and the entire composition being beautiful, the main character and customization being amazingly well done, the UI too. And the game-loop itself, looping through the different tasks, increasing difficulty, with some random easter-eggs thrown in too. Very, very well done!!
It's pretty neat. Mechnically, I like the idea of having to balance out the flowers, though in practice I felt it didn't make that much difference. But with more polish that would be pretty cool. The controls felt a little too floaty for me, I kept bumping into things I didn't want to. But overall it works well, nice job!
Very fun! What stood out to me was actually the balancing. Balancing is always difficult to get right, even more so during a game jam. However this felt very balanced, it didn't become super easy or anything, it kept being challenging and got progressively harder (which is what many games with progression systems tend to forget). Also, the art and animations are really, really nice. It played very smooth, and the loop back to the start when losing was great too. Only thing I noticed was that the music just stopped after a while.
Visually it's very pleasing, and nicely designed. A little tutorial would've been helpful, and obviously missing a bit of polish (SFX, balancing, HP bars, and such, I wasn't sure if the attacks were just missing or if it takes multiple to defeat an enemy for example). In my first run I bought only catapults, so I softlocked myself because I wouldnt get any of the resource anymore. (but interestingly I could go on for multiple minutes like that, not doing a thing). But it's a very good baseline for a TD game, the design is super cute, it fits the theme well, and the parts that are there feel very polished too. I like it :)
I like the concept of drawing spells. I've seen it somewhere else but don't remember where, either way it's a cool idea. However, I found it pretty confusing what is going on in the beginning. The abilities, the fact that different characters have different ones, and what it all means, wasn't that clear to me, so I think a little bit of an ingame tutorial easing you into those mechanics would help. That being said, the music is great, the art and the environment is pretty, with all the little critters & plants around. Good job!
SO MUCH CLICKING


I like idle games, it follows the premise of a basic idle game, and in that scope, it works well (at some point the background disappeared but I don't know if that's intended or not, at least the game kept running fluently. The duckling designs are a cool touch. Balance-wise it's completely broken obviously, I'm at the point where I could just infinitely spam the money multiplier because it increases so much I get enough to buy the next upgrade too lol
But for a concept, well done! And considering I've seen idle games on steam that are literally about clicking a pickle, this could be something quite neat with more polish.
Bzzz, bzz bzzz. As a fellow bee-game maker, I understand the struggle of trying to find good bee sounds. So this one made me chuckle lol. I like idle games, and I like the idea of this. I was a bit surprised the first time when it suddenly reset, it seems pretty arbitrary, and without any meta-progression or so. So it would definitely need more polish and fine-tuning, but it's a nice basis. Well done!
It's very adorable! From the games I played, this is one of my favorite art styles. It really gives a cozy "handpainted" vibe, and I like it a lot. The parallax background is very fitting too. Gameplay-wise it's clear, however beyond collecting the 8 flowers there isn't much to do - if you intend to expand this further, I would suggest something like adding a shop to create and sell the bouquets based on customer requests or so - and prices varying on more elaborate bouquets. That would add a nice layer of variety on top I think :) Overall very cute, well done!
Very, very nice. I love this "growth" progression to the platformer, quite literally bringing spring to the levels. That's such a cool twist. The platforming mechanics work great too, it feels responsive and smooth. And the level design is nice as well, starting with some very simple ones, but the later ones actually becoming quite challenging.
How many flowers do you want? YES.

It's fun. It also scales extremely with a little bit of cheesy fast clicking to spam flowers everywhere. I love the idea, and the mechanics work well too. It reminds me a bit of the uh, penguin flying game, but with the nice touch of looping around a planet. Really well done!
Okay, I really like the interpretation of seemless. Could go a darker route with that too, I'm a farmer who just never can leave the town lol. But it's great, I love it. The audio is very cozy, the art works great (also you used the same houses than I did for mine heh). The camera movement is a little stuttery, especially when working diagonally, but that was the only thing that was a bit off :) With more polish to the gameplay loop this could be really fun too. Good job!
Somhow I got stuck once, with one customer saying "I want a" (without any actual flower) and they wouldn't go away lol. The art is pretty, I enjoy the little bobbing animation of the character too. It would be nice to have interactables a little more noticeable (e.g. highlighting or so), but thanks to the description I could figure it out. Overall it's visually very cute, I like it.
I'm a fan of bullet hell games, so I'm glad to see one here in this jam. Especially considering you made all of it yourself, I think it's really nice. In terms of polish I'd love to see a little bit more "punch" to the fights (SFX/VFX). But of course there's limits what can be done in a jam :) So, well done, it's composited well, it runs smooth, it's enjoyable!
I don't know if it's intended to be able to move and modify the Beecons while the bee is moving, but I actually think that's a very cool mechanic. It just made the levels very easy because of that, most of the time being able to do it with just about half of the Beecons. With a little more fine-tuning this would actually be very cool though, I enjoyed it!
It's absolutely beautifully crafted. Honestly, I struggled quite a bit with the mechanics, I definitely had to put the tolerance to maximum in the settings. It also seemed to be slightly delayed, maybe that's adding to it. I'm not really sold on the way it affects jumping, because it was kind of frustrating sometimes when wanting to jump to another platform, and then falling down because I seemingly missed the timing just a little bit. That being said I think it's an amazing idea to incorporate rhythm in a game like this, and for all other parts I think it's done amazingly. On top of that, the world building, design, audio, is top notch. (And maybe it's just a skill issue on my side that I struggled so much :D )

