It's not bad, the character customization is fun) As I understand it, the stems do not forbid the bee to fly through them, but they push it out, so this effect occurs
Sadazen
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Okay, that was fascinating. At the moment, I had the idea to stay next to several flowers and thus get all the necessary ones, but the wind does not allow this plan to happen.
I like the music and control of the bee, although I don't always understand exactly how it goes against the wind, then it takes it away quickly, then slowly.
I was a little scared by the sudden sound, after picking all the flowers)
But it's done very well, you fly, you collect honey, you try to adjust to the hive to refuel, it's beautiful.
It's a great job!
P.S.
The only question is, should a bee be thrown all over the hive if it flies into it, or didn't you think so?)
As a programmer, I'm more interested in the technical side of the issue. I remember implementing the grid myself and it was interesting, I hope this experience caused some excitement)
There's not enough melody to brighten up the gameplay, but if you look at it, it's not bad to finish a little and get a strategy.
It's funny)
I really liked the effect of the two farmers colliding, and the way they plant seeds right in a pack in the ground is something XD
True, I didn't have a second player at hand, but the fox looked at me as I ran and instead of planting, I confused the buttons and threw the seeds away)))
Great job!
This is a great project.
Great music, and the situations where you want to upgrade another flower but have to spend resources on the catapult or else you'll lose—it's very entertaining.
The only thing is, I upgraded all the catapults to the maximum and couldn't complete the game because the swarm that comes last was too big for that many trebuchets (although maybe I was unlucky with the randomness :D).
Great job!
Hello everyone I'm looking for a 2D artist for Jam.
Team: Unity programmer (it's me)+ composer.
English is not my native language, but I use a translator, and communication is fine.
Contacts: @Sadazen (Discord) or TG.
I've been learning about Unity myself for a long time (more than 2 years + I've been teaching students), I can handle technical issues :)
Good job, I really liked the content of the locations (especially the bridge, were you inspired by something?). To be honest, there is a bit of a lack of instructions on what the items that the character has are for, unfortunately I couldn't go beyond the first cave, as I saw the passage from above, but I couldn't find the way to it (there was a chest that just opened XD). And another moment, when I look at the garbage bags (I hope I got it right), my FPS goes almost into negative territory.
It's a good idea, and I'm glad you have the determination to continue it.
Good job. In the beginning, the menu items moved down a bit, but it's not a big deal. I liked the responsive character controls (jump power control is cool). The only thing is, it's a little boring to walk through an empty location 3-5 times, because of the death at the very end (in some places, the enemies were killed almost instantly, because of their location), but I liked the way you arranged the parkour elements, they make sense)

