Would love to see this remade just slightly as an idleish game...
Make the enemies grow slowly stronger, based on the plants planted. (and enemies drop coins too)
Have the plants drop healing items when "harvested".
Add "collection" plants.
Have it so you can upgrade plants as well, or maybe "hybridize" them, by sacrificing two seeds to create a seed that has the abilities/attributes of the other two?
Use a day/night cycle, where plants are only active during the night, and are normal plants during the day?
I loved how the more money that plants dropped, the more dangerous those plants were, sorta making yourself your own enemy.
I see other comments talking about lag but I didn't go far enough for the game to really lag so the experience wasn't effected much.
Amazing game and would love to see what you can do with it in the future (if you choose to work on it further, its great how it is currently)
edit: with further playing, I do wish that once you ran out of one seed type, you automatically swap to the next sort of seeds you have, its kinda tedious having to open that menu every time.
thanks for playing! A post jam version is definitely planned. For some reason I kinda fell for this game and plan to make it to full game afterwards! (maybe even commercial, we will see what the interest will be)
Automatic replacement makes sense. will definitely add in the post jam!
ik its been said a bunch about the lag altho I also found that beyond just the lag of coins and rose bullets the game just got slower and slower and laggier even without any plants placed or coins on the ground which seems like it *could* (obv I am just guessing) be more than a webgl issue so I wanted to point it out in case it was unnoticed.
would love to get to the final gun when a desktop version is released or lag solved <3
This is a really cool starting point for a fun little game :). If you're planning on doing post jam updates, it would be cool if the flowers grew overtime if you don't destroy them imediatly, becoming more dangerous but yeilding higher rewards
Request: Please put some information on what the plant will do, before someone buys it without knowing what they do (like me, I bought the second plant when I had 1 heart and died)
a couple critiques 1. the largest one, by far - there's no reason to go fast! if, persay, with time the garden gnomes got faster, stronger, etc. there would be a simple incentive to upgrade quickly! but at the moment, there is none, leading to a game where the optimal strategy is to go incredibly slowly, which is boring and highlights the other problems with the game.
2. god the rose is not good enough as a final flower. its incredibly easy to cheese and then just slowly rack up money by planting 5 in a diagonal and then killing them all by sitting on that diagonal, leading again, to boring and stale gameplay. perhaps again as an incentive - by mixing flower or planting more you could gain a monetary multiplier on their drops? (goes really well with the above idea by incentivizing fun and difficult gameplay)
3. to go along with the rose being easy to cheese, the other flowers dont have that good of patterns - the sunflower should have the blue flower's basic attack, the blue flower maybe gets a spread of three or perhaps a bullet that explodes, and the lilac maybe a shotgun spread? (the lilac is incredibly easy to cheese, just stand far away and shoot from a distance.)
other than these pretty major problems, the art is great - the sprite work having a unique art style that really gives it personality and flair - and the core idea is pretty strong!
yeah, originally it was planned to reward player for flower combinations (they will affect each other) this feature sadly didnt make it to jam release but is planned for post jam updates as i plan to work on this.
as for the flowers, i agree that balancing is quite problematic now. There are in fact few more plants partly implemented in the game files, but sadly they didnt make it to jam version.
1. More expensive weapons should be upgrades. Right now energy weapon CAN'T do as much damage as shotgun, even though it costs twice as much.
2. Gets a bit laggy when killing multiple flowers at once. Might want to add drops that are worth more so you are not spawning over 50 coins per flower. Like a coin purse that is worth 10/25/50 coins for example.
First of all thanks for playing! Some people already wrote about those lags I also encountered them and it appeared that its cause by the web build, on desktop version its seems to run fine. Really like the coin idea though!
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Would love to see this remade just slightly as an idleish game...
Make the enemies grow slowly stronger, based on the plants planted. (and enemies drop coins too)
Have the plants drop healing items when "harvested".
Add "collection" plants.
Have it so you can upgrade plants as well, or maybe "hybridize" them, by sacrificing two seeds to create a seed that has the abilities/attributes of the other two?
Use a day/night cycle, where plants are only active during the night, and are normal plants during the day?
Resident evil meets farming sim?
First of all, Thanks for playing! :)
I am already working on new version. Will definitely try to implement your ideas. (I really like the day/night cycle!)
This was a super neat idea and amazing execution!
I loved how the more money that plants dropped, the more dangerous those plants were, sorta making yourself your own enemy.
I see other comments talking about lag but I didn't go far enough for the game to really lag so the experience wasn't effected much.
Amazing game and would love to see what you can do with it in the future (if you choose to work on it further, its great how it is currently)
edit: with further playing, I do wish that once you ran out of one seed type, you automatically swap to the next sort of seeds you have, its kinda tedious having to open that menu every time.
thanks for playing! A post jam version is definitely planned. For some reason I kinda fell for this game and plan to make it to full game afterwards! (maybe even commercial, we will see what the interest will be)
Automatic replacement makes sense. will definitely add in the post jam!
rlly fun
ik its been said a bunch about the lag altho I also found that beyond just the lag of coins and rose bullets the game just got slower and slower and laggier even without any plants placed or coins on the ground which seems like it *could* (obv I am just guessing) be more than a webgl issue so I wanted to point it out in case it was unnoticed.
would love to get to the final gun when a desktop version is released or lag solved <3
thanks for playing! Yeah, this definitely sound like more than just build issue. Will look at it soon and fix it. Thanks for letting me know.
there is post jam version planned with more weapons and plants! (for windows too ;))
This is a really cool starting point for a fun little game :). If you're planning on doing post jam updates, it would be cool if the flowers grew overtime if you don't destroy them imediatly, becoming more dangerous but yeilding higher rewards
thanks for playing! Cool, I didn't think about that at all! Will try to implement this!
Request: Please put some information on what the plant will do, before someone buys it without knowing what they do (like me, I bought the second plant when I had 1 heart and died)
thanks for playing! Sure, info will be added in post jam ;)
a couple critiques
1. the largest one, by far - there's no reason to go fast! if, persay, with time the garden gnomes got faster, stronger, etc. there would be a simple incentive to upgrade quickly! but at the moment, there is none, leading to a game where the optimal strategy is to go incredibly slowly, which is boring and highlights the other problems with the game.
2. god the rose is not good enough as a final flower. its incredibly easy to cheese and then just slowly rack up money by planting 5 in a diagonal and then killing them all by sitting on that diagonal, leading again, to boring and stale gameplay. perhaps again as an incentive - by mixing flower or planting more you could gain a monetary multiplier on their drops? (goes really well with the above idea by incentivizing fun and difficult gameplay)
3. to go along with the rose being easy to cheese, the other flowers dont have that good of patterns - the sunflower should have the blue flower's basic attack, the blue flower maybe gets a spread of three or perhaps a bullet that explodes, and the lilac maybe a shotgun spread? (the lilac is incredibly easy to cheese, just stand far away and shoot from a distance.)
other than these pretty major problems, the art is great - the sprite work having a unique art style that really gives it personality and flair - and the core idea is pretty strong!
(also why is this tagged as idle)
Firstly, thanks for playing!
yeah, originally it was planned to reward player for flower combinations (they will affect each other) this feature sadly didnt make it to jam release but is planned for post jam updates as i plan to work on this.
as for the flowers, i agree that balancing is quite problematic now. There are in fact few more plants partly implemented in the game files, but sadly they didnt make it to jam version.
Thank you for the honest critique!
I will keep it in mind in future updates.
Couple suggestions:
1. More expensive weapons should be upgrades. Right now energy weapon CAN'T do as much damage as shotgun, even though it costs twice as much.
2. Gets a bit laggy when killing multiple flowers at once. Might want to add drops that are worth more so you are not spawning over 50 coins per flower. Like a coin purse that is worth 10/25/50 coins for example.
First of all thanks for playing! Some people already wrote about those lags I also encountered them and it appeared that its cause by the web build, on desktop version its seems to run fine. Really like the coin idea though!