Thank you for playing! Tutorial is coming, yes! Currently working on a final version c:
Lulling ✦
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Ah I see, in that case yeah it’s due to lack of time. I couldn’t properly polish anything, barely got all the functionality in – but now I’m working on fixing all of that. Already put out a new version with much more improved button controls! Will also be adding ability to see previous phase’s water amount – I know you said you’d prefer separate options but that’s a design decision so that growing in multiple phases make sense in the first place. If there were separate buttons for everything, there’s no point in growing in 2 phases – just do it in one go. And having multiple phases adds to the difficulty, it’s rather boring without it (I plan on having water type be like water amount in a future release to make it more cohesive). Hope you understand the reasoning! Thanks a lot for your feedback btw, that helps me see where the problems are.
Thanks for playing! I’m not sure why you think that, “x” is indeed for a miss and “v” for a hit (their red and green colors also reinforces that). There is a winnning animation, however you may not have gotten it because of an issue documented on the itch page (the plant looks the same as the goal plant but under the hood their ingredients don’t match, so technically you haven’t won – you need to follow the hints to get the right recipe and win). Right now the game is more about figuring out the right combination of ingredients, rather than to get a perfect visual match. I will be fixing that next releases.
As for the water amount, it does have different effects for each phase! In phase 1 it affects the number of sub-branches, and on phase 2 affects the number of fruits/leaves. The visual part of the plants is pretty buggy though, which explains all the weird discrepancies, I’m currently in the process of rewriting that part entirely – hope you’ll check out the final version c:
Thanks for your feedback! I agree that the game needs an in-game tutorial to explain the necessary mechanics. That’s the main difficulty, but once it is understood it is quite easy to win.
Sorry for that bug, I found it as well and will be fixing it in a final release with many improvements and added sound. Although, reducing the options would not have given me any extra time at all c’: The game is indeed a little overscoped for a 4-day jam, it’s been years since I’ve made a game, I forgot how time-consuming it is. Thanks for playing, I hope you’ll check out the final version!
I had a lot of fun, the controls are nice and the past selves idea is pretty cool – it gets chaotic fast haha. The graphics are really pretty, and I especially like the track design. I spent quite a lot of time just driving around and clipping through stuff for fun. I think the camera movements needs a bit of polish, but aside from that, really great entry!
Thanks for playing! Yes it desperately needs a tutorial c’: I will be adding that post-jam, along with various fixes and improvements. For the time being I tried explaining how it works a little in the itch page, but it’s really just a temporary fix and not ideal. Hope you’ll check out the final version :D
Thank you for the feedback! Sounds were planned but due to lack of time I had to prioritize finishing the gameplay. The current deduction gameplay is a bit accidental, also due to lack of time, I couldn’t work too much on the recipe-to-visual aspect c’: I hope to improve all of this in a final release after the jam. Thanks for playing!
Thanks for playing – I added pretty much everything I had in mind except for one mechanic where the plant/leaves/fruits could die, and there was originally 3 growth phases; but scrapped that quickly as I knew that was too much for the time I had (good decision, barely finished on time!).
I am aware of the bug and will be fixing all of that and adding some improvements and sounds in a final release! I had my sisters find me some pretty dope sounds but didn’t have the time to add them in. So I hope you’ll check out the final version as well! Happy that you had a good time c:
Thanks for playing! Since it is possible to check back previous plants, and with the hint system, I didn’t think adding more clues was necessary – I think the real issue is the lack of proper tutorial. From what I’ve played myself and seen from other players, it’s rather easy to win once you understand the process. This should get better in the next releases – and I hope that you’ll check the game out again then c:
