cptdrusha 2026-10-19 21:37 ♥ 1
Being a plant hater in game is surprisingly addictive xd
Really love the visuals and the oppressive atmosphere. GJ!
Foon → Ludum Dare Explorer → LD60 → Tomb of green cup
| Percentile | ||||||
|---|---|---|---|---|---|---|
| Category | Rank | Score | Count | LD60 | Ever | |
| Overall | 12 | |||||
| Fun | 12 | |||||
| Innovation | 12 | |||||
| Theme | 12 | |||||
| Graphics | 12 | |||||
| Mood | 12 | |||||
Being a plant hater in game is surprisingly addictive xd
Really love the visuals and the oppressive atmosphere. GJ!
I didn’t expect vines to be so hard to burn, and they grow back really fast — it’s tough. The idea with the mechanisms and vines is awesome.
Really nice graphics. Although got crazy stutter loading in, and when those things first light.
couldn't get the last vine in the room with three vines. I might've missed a torch thingy, not sure
Currently, burning the vines feels somewhat inconsistent. I feel the game could maybe lean into more movement based gameplay and add obstacles and timers maybe? Definitely has potential to have a funner game loop. I like the environment and graphics!
Very pretty game, I love the VFX and general vibe. the growback speed might be a little overtuned but its not a huge problem when you get used to it
I was a little skeptical of the burning vines mechanic at first, but it grew on me (no pun intended) once it started involving platforming and multitasking. I really loved the look of the game as well. The lighting and textures made it feel like I was really in a temple, while the general look made it feel a little bit like Cruelty Squad in the sense of being low-poly, but well-animated and very juicy. Had a bit of a nostalgic feel to it.
It's not very on-theme as far as I can tell. I gave it half a star for just generally having an "old" feel. This didn't impact my other ratings (and who cares about theme anyway?), but thought I'd mention it just in case I missed something obvious that fits the theme.
Lastly, I was having some issues with the game not always pausing when the window lost focus (I played on the web build in Firefox). This didn't impact my ratings, but I thought you might want to know that if you continue working on it.
Love the graphics style and the laser felt pretty satisfying at first with the sound and the effects, but felt really underpowered once there were more vines especially given only the tips were vulnerable. Lighting the torches were a fun touch.
Cool idea. I like that the vines regrow. It was not always clear where you had to aim. It seems the collision of vines you already removed still block the laser making it much harder than it should be. I could not find any angle to hit the last part of the leftmost vine in the room with three vines.
@baziki Yes, graphics inspired by Cruelty squad. Originally, I planned vines as secondary mechanic and main focus on old mechanisms (rotating platforms, guns (you can see models in end), snake boss), like Tomb Raider / Indiana Jones, but I have power outages so I decided to make big pivot. But I admit game now feels not in theme.
@someone You need to aim at thin end of vine to burn it, non-end points have bigger collision to block overlapped vines. Dead points collision immediatly removed, its just I put accidentally two points of middle vine too close, you can see its on attached down video. You can hit left&middle overlap from side:
Screenshot 2026-10-25 195316.png
@nnnnneeeedddd, @darkshadow, @someone room with three vines is one of last rooms I made so I didn't balance regrow speed well, plus I didnt explained mechanic... Its unintentionally hardest room and bottleneck for other people who I gave to try. If you want to retry or if new player reading this: Focus on two vines at this room at time. Tap the cutted vine end to reset extinguish timer. Try position self in middle of room or on side of it to see both points in one screen. https://www.youtube.com/watch?v=puBJBmdhpyA
I will try fix things after end of jam
I just tried again, and managed to get to the end. That room definitely has an issue with the collision though. I managed to get past it by dealing with the last two vines simultaneously, as you did at ~50s in that video, but if you eradicate the right and middle ones completely but let the left one grow back it becomes impossible to get rid of because the beam is blocked by roots that are no longer there. I was also colliding with where the roots were when walking around after completing the room. Perhaps the fully cleared roots _were_ growing back just not visibly? The fighting against the fast regrowth speed there did make it the most interesting room though.
Fun concept. The visual style is nice. The player movement is quite primitive and stiff to control and I'd like to see a bit of momentum in the walking and a less floaty jump. I took me a bit to realize I need to zap the tail of the vine but after that the gameplay made sense. It could be nice it there was some sections where you could hit the whole plant and just cut it apart. And for those sections where the aim is important you could maybe add a flow to the end or even multiple flowers to zap before that section shrinks. I can almost imagine it wriggling away when you defeat a section. I would urge you to think of more ways to implement something similar to spice up the gameplay as this will get quite repetitive after a while. I also got lost after the "autoscroller" floating platform and couldn't find my way forward. The room with 3 vines overlapping and needing some thinking was def my favourite.
Honestly love the art style. Some really big stutter issues and poor hitboxes ruin the gameplay but had fun messing around regardless.
Very addictive game. Nice