hueson 2020-04-21 06:37
I saw another game with a similar plant carrying theme but its very interesting to see how yours differed from theirs. In your case the level is more complex and the throwing is a bit more responsive.
Foon → Ludum Dare Explorer → LD46 → Plant Man
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 2221 | 2.97 | 21 | |
| Fun | 2214 | 2.73 | 21 | |
| Innovation | 1993 | 2.86 | 21 | |
| Theme | 1342 | 3.60 | 21 | |
| Graphics | 1650 | 3.28 | 21 | |
| Humor | 1376 | 2.70 | 19 | |
| Mood | 2160 | 2.72 | 20 |
I saw another game with a similar plant carrying theme but its very interesting to see how yours differed from theirs. In your case the level is more complex and the throwing is a bit more responsive.
Loved the idea of throwing your plant at people instead of having the regular idea of feeding your plant. Very nice twists, though I do wish the movement speed was a bit faster. Sometimes the platforming movement also feels a bit slippery. Great game overall, and I loved the main menu. Keep up the great work!
This was pretty neat! It got really hard really quickly and it didn't seem like the food and water meters went up enough when I recharged. Throwing plants at robots is fun. So MANY Robots!!! Nice work here
Well there's a feature where the water and food give you less points after you let it sit for a while. It may not have been perfect but it's there.
The game is good overall.. the only issue i had was with the movement. it felt a bit floaty..Good job nonetheless!
I really like the spring sound effect, very satisfying. The movement was a bit floaty/slidey, and the time it takes to pick up the plant again is a little long. I also got surrounded by bots at one point with no way out. It is also maybe a little unintuitive to throw the plant at the robots when they are also trying to grab the plant. I also wasn't quite sure what the big wall thing with the red button was supposed to do. At first I thought I had to avoid it. Good job though! I didn't encounter any bugs, everything seems to work fine and it looks good.
The controls are a bit janky. I also got completely blocked by the enemies at one point on the left side of the map where you have that vertical corridor. I landed on enemies there and couldn't jump of their heads or move anywhere. Adding the ability to jump of their heads would probably be good.
Shooting the plant at yourself(so it kind of just stick near your head still) makes it almost impossible to move, probably due to some collider/physics issue.
Another point of feedback as far as controls, if you are already using the mouse to aim the plant, make the mouse click throw the plant, not 'E'.
At first it wasn't clear what is my objective but the atmosphere is quite cozy and warm :) Thanks for the game, wish you the best of luck!
Interesting world. The main character remind me a mr Man character ^^. The gameplay is perhaps a bit blurred, and the movement is very fluffy. It's very difficult to jump over the ennemies. But there's an interesting mechanic that could be nice with some improvements.
always stuck in same corner, need some way to avoid it or exit from situation: plant_man.png
The controls are a little funny. I got stuck in corners multiple times and had trouble moving around quickly. I still had lots of fun playing it though. Good work!
Yeah, controls are a little weird and we had to make them that way because the player kept getting stuck in the floor (I don't know why it just did)
Oh, no. Hahahahah.
DryDead.png
Análise...
1 - Mecânicas, Aprendizado e Fluxo: Achei interessante a sua arma ser (ao mesmo tempo) seu ponto fraco. Usar a planta como arma não me pareceu intuitivo (eu tive que jogar mais que uma vez e encontrar informações fora do jogo para saber fazer isso). Aprender a jogar, portanto, fica um pouco complicado. Mas é possível jogar sem usar a planta como arma. Os inimigos poderiam ser menores ou atrapalhar menos a movimentação do jogador (não sei se é algo com o atrito). Eles realmente se acumulam muito. Eu entendi que eu precisaria ficar indo de um lado para o outro (e está tudo bem com isso) na fábrica. Para pegar o material necessário para eu manter a planta viva. Eu só não entendi o porquê de a água estar tão pouca do lado direito da primeira vez que eu peguei (não sei se foi intencional, ou se ela está diminuindo com o tempo desde que eu começo a jogar, porque eu não tive a impressão de ter sido muito lento em fazer isso). O "pula-pula" funciona de forma meio confusa para mim, não sei se devo tocar nele ou se preciso pular no momento que toco ele. Creio que o jogo possa ser polido nesse quesito. De qualquer forma parabéns por tantas mecânicas em tempo de game jam (especialmente por ser uma pessoa só).
2 - Gráficos, Áudio e Narrativa: Os gráficos foram suficientes para transmitir a maioria dos conceitos (creio que seria bom desfocar o fundo mais, tirar nitidez e contorno) para ficar visualmente mais limpo para jogar. O som está meio enjoativo (ao menos colocar variações do barulho de pulo poderia ajudar bastante). :) Quem sabe uma trilha sonora de fundo poderia melhorar a experiência. A narrativa não é o foco do projeto, então eu não tenho muito o que falar. Apenas algo tentando salvar uma planta (falo isso com base no que há dentro do jogo). E está bem em ser assim para tempo de LD46 (sugestão, caso pretenda avançar com o projeto, seria colocar algo mais nesse sentido, para ter mais estágios).
3 - Cultura: Cuidar de plantas atrai pessoas, talvez isso seja uma forma de atrair a atenção de nichos que envolvem tais cuidados e refletem sobre o meio ambiente.
4 - Monetização: Creio que o jogo precisaria aumentar bastante em conteúdo e de bastante polimento, assim poderia ser vendido a baixo preço em stores como itch.io.
Analysis...
1 - Mechanics, Learning and Flow: I found it interesting that your weapon was (at the same time) your weak point. Using the plant as a weapon did not seem intuitive (I had to play more than once and find information outside the game to know how to do this). Learning to play, therefore, gets a little tricky. But it is possible to play without using the plant as a weapon. The enemies could be smaller or less disrupt the player's movement (I don't know if it's something with the friction). They really accumulate a lot. I understood that I would have to keep going back and forth (and that's okay with that) at the factory. To get the material I need to keep the plant alive. I just didn't understand why the water was so little on the right side the first time I took it (I don't know if it was intentional, or if it has been decreasing with time since I started playing, because I didn't have the impression that been too slow to do that). The "pogo stick" works a little confusing for me, I don't know if I should touch it or if I need to jump the moment I touch it. I believe that the game can be polished in this regard. Anyway congratulations on so many mechanics in game jam time (especially for being one person).
2 - Graphics, Audio and Narrative: The graphics were sufficient to convey most of the concepts (I think it would be good to blur the background more, remove sharpness and contour) to be visually cleaner to play. The sound is kind of sickening (at least adding variations to the jumping noise could help a lot). :) Maybe a background soundtrack could improve the experience. The narrative is not the focus of the project, so I don't have much to say. Just something trying to save a plant (I say this based on what's in the game). And it is fine to be like that for LD46 time (suggestion, if you want to move forward with the project, it would be to put something more in this direction, to have more stages).
3 - Culture: Caring for plants attracts people, perhaps this is a way to attract the attention of niches that involve such care and reflect on the environment.
4 - Monetization: I believe that the game would need to increase a lot in content and a lot of polish, so it could be sold at a low price in stores like itch.io.
@gustavo-christino There were options for turning on tips and music, which by default, were turned off. This was definitely a mistake, but time was slim, and small slip-ups were bound to happen. Myself and my other team member are still not advanced in Unity which is why some features are less than stellar. Thank you for the feedback though!