Good point! We tried to focus on the "push your luck" draw mechanic so you can never precisely just place the units you need, but being able to retain a card, or discard some could work really nice!
Omnitale
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The game is built around a self-sustaining loop: chaos and order endlessly fight for dominance. The player must keep this loop going by placing both sides strategically, maintaining balance to prevent collapse.
So instead of building the game around breaking a loop (like a lot of other games did) we build our game around the idea of maintaining a loop / system. Hope this helps!
Great concept! It was really challenging to formulate a plan for the levels and then actually execute it in addition to it. But the moment you get it really pays off!
I guess more easy levels in the beginning to familiarize with the mechanics would really help. But anyway I think it has potential for a longer experience!
Thank you so much, that really means a lot to us! 😊
We totally get where you’re coming from — the early levels are meant to ease players into the mechanics, but the later ones (there are six in total) do require a bit more thinking and planning.
Glad you enjoyed the art, and we really appreciate you taking the time to play and comment!
Really polished and intricate for a jam entry! I really like the Idea of mixing the gardening, crafting and mission management but as others have stated, in the beginning it was hard for me to wrap my head around what I need to grow. Especially if the customers wanted potions that are a combination of multiple potions. Perhaps some kind of progression for flowers and recipes would be a great addition. Great job, nevertheless!
Really liked the visuals! However, I really would have loved an option to quickly restart a level or fast-forward the animation of the growing foliage, since I caught myself getting increasingly annoyed by having to wait 10 + seconds on bad attempts (especially in levels where I needed multiple tries to get to the required threshold).


