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Plant Boi Likes Eat's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #65 | 3.500 | 3.500 |
| Accessibility | #91 | 2.731 | 2.731 |
| Audio | #108 | 2.538 | 2.538 |
| Overall | #126 | 2.582 | 2.582 |
| Graphics | #132 | 2.500 | 2.500 |
| Controls | #138 | 2.423 | 2.423 |
| Fun | #140 | 2.115 | 2.115 |
| Originality | #157 | 2.269 | 2.269 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4
Wildcards Used
One Handed (technically / by accident)
How does your game tie into the theme?
Plants grow. This one does so actively, by eating things.
Source(s)
https://github.com/Bigfootmech/GWJ-79
Discord Username(s)
Bigfootmech
Participation Level (GWJ Only)
5
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Comments
Neat game, i liked the artsyle and the music. I had to try several time for the jump. Too bad you lack the time for additional content, i think i would have liked more mechanics linked to the fact we grow our plant. I understand, time it's always a struggle in game jam ^^ Nonetheless, well done!
Thank you for playing, and the kind words :)
Very solid foundation for a platformer game! I wish you could have gotten more done but I know the struggles with adding content with such limited time. Also I accidentally ate the cat in the tree D:
Hahaha how was the taste?
Yea. I’m building slowly :). The goal is to learn something new every time.
This time it was mostly to do with importing existing assets:
With some bonus points for Autoload scenes (rather than just scripts), and controller-friendliness.
Plus to address the biggest feedback from last time - which was that people weren’t sure when the game was over.
I feel like it was pretty successful overall :).
Thank you for playing! ^_^
You've had tons of feedback already so I don't want to repeat any of that. Platformers are definitely my weakest genre in games haha, it took me like 5-6 attempts to make that jump. So my only wish would be restart the level and not have to return to main menu.
I think it'd be really cool if the player shrunk after using abilities or just jumping so that you can add the loop of eating > growing > shrinking. Another thing to make the jump feel a bit better would be "coyote time". I had no idea that existed when I made my platformer but it certainly helps those that aren't as skilled at platform *cough* me *cough* :).
1. Actually that’s a really good point.
I can’t remember if I meant to put it in (maybe I did, but then scrapped due to not having multiple levels?… or time.)
But you’re right.
Especially play-testing some other people’s games, it feels like it’s a must!
3. Yeah, pdil also mentioned Coyote time. I’mma look in to that!
2. So, unlike Grow Motion, we had a different idea.
We wanted the plant to just keep growing without end. Sort of between Katamari Damacy, and eater-of-worlds level.
Sadly, we didn’t really have time to do more than the barebones.
Still, I learned quite a bit during this jam :)
AND I managed to (for the first time) get a game that conveyed it ‘finished’ to the player XD. Small steps.
Thank you for playing, and the valuable feedback :)
That's awesome. Learning is probably the best part of doing these jams. The ability to take that onto your next projects is invaluable. An ever-growing character would be interesting, maybe over the course of the game you can match the size of a giant boss you see in the distance. Lots of possibilities!
Nice work! Trying not to repeat things mentioned below but as mentioned, texture-filter-linear is what makes it blurry, for pixel art,
nearestis what you want. You’ll end up with larger pixels but they’ll be crisp. Not mentioned, you have texture-repeat-enabled and you want that disabled for the player sprite. When it’s largest and attacks, on the back side you can see some white lines, which are the impact wrapping from the front.You might pull the shadow into it’s own sprite so it can be hidden while jumping (or stay on the ground). You also can either keep it the same size (matching the hit box) but you might want to grow the hit box too.
Coyote time would help that jump feel better (allowing the player to jump a few frames after falling off a ledge). I think it’s good to have in every platformer but especially here where the shadow and player can mismatch.
Keep up the good work!
1. Ahhh. Ok. Texture filter Nearest… Hey that worked! Thank you :D
2. Yeah, I know about the back of the player sprite.
It’s the first time I tried working with sprites, and I had issue splitting them properly. Only noticed the back of the player after crunch time, and figured it wasn’t worth to fix.
3. Yup. I agree with the shadow too. It just wasn’t prio. I barely managed to get a level in the last like hour or so >.<
4. Ah! That might be a good solution!
I wasn’t sure what would be a good way to make the jump ‘feel’ better. And my first assumption was that I did the hitbox really badly (which I kinda did).
But this might really help.
I’ll note it down to look in to!
Another thing I wanted to check was making the player faster / jump higher with size, but again, time (for testing/tweaking).
Also, other mechanics Q_Q
Also actual playtesting XD
AlsoAlso, I never managed to figure out how to ‘pause’ the game when the player falls in the hole, or hits the “end level” point - without also disabling the UI
FWIW,
get_tree().paused = true/falseand, critically, in theNodesection, make sure your pause menu is eitherPausedorAlwaysit can run while paused. I have global.gd autoload with a toggle_pause function (it’s _ready() sets itself toAlways).Another thing to be careful of, make sure you manage tween and timer process mode too. If you use get_tree().create_timer(), since it’s part of the scene tree, it always runs by default vs create_tween() inside of a node, which inherits it’s parent process state so generally behave correctly. At least I think it’s this way, might be the reverse.
That’s what I tried. But I must have made a mistake somewhere.
It wasn’t working immediately, so I forced myself to not get hung-up on it, and try work on other parts.
I guess now’s a good time as any to try fiddle/tinker to see what I might have done wrong.
Congrats on the submission! A bit short, but I beat it :)
Thank you for playing :)
Ye. I’m slowly working getting better and faster at things.
This jam, I only got stuck on completely inconsequential things 3 times! XD
Interesting idea here. I am terrible at platformers so although it was short, I actually appreciated that and finished it (and died multiple times still 😅). Because of the length I didn’t feel punished for experimenting so I tried seeing how many things I needed to eat in order to pass the jump. I could see the mechanic getting expanded to having maybe faster speed while smaller but maybe could do more damage or take more hits while bigger and the player has to balance that as they progress.
Thank you for the feedback! Originally we planned on adding multiple essences that would not just grow, but also transform the player and grant it power-ups to tackle more diverse challenges in the levels. Unfortunately we had to downscope as I got super busy that week out of nowhere. So what you said is absolutely something that might have made it in under ideal circumstances 😊
This is way too short!
But good idea, nice graphics, movement is a bit glitchy (sometimes stuck on top of platforms).
Haha thank you!
I agree.
Still working on both improving my skills, and not getting too hung up on things being ‘imperfect’ (and therefore actually being able to get anything done)
Wait, you mean you got stuck in the tree?
Or at the top of the hill? (cause I think I did the collision boxes wrong on the tiles. Only kind of figured it out afterwards)
And thanks for playing :)
Yeah on top of the hill, you cannot slide past, you have to jump.
Ye, I saw that kinda late, and didn’t get around to fixing it >.< my bad
Plant boi surely likes to eat!
Thank you for playing haha
Short but sweet! Would love to see where this goes next, I really hope your team keeps going :) - ANTIHERO Harley
Thank you for playing ^_^
Uhh, unlikely considering my previous track record. But you never know I guess.
I actually had quite a bit of fun even designing that one small level
I've got a few notes:
I do keep saying its better to keep these jam games short and simple rather than biting off more than you can chew, so fair's fair on that front :]
Yup! Quick-n-dirty. I didn’t manage to properly set up hitboxes. Or even sounds :(.
But at least it makes sense game-wise. Which isn’t something I can say about any of my previous jams. So, improvement there I guess.
Good point. I hadn’t even gotten around to considering that.
At first, I was gonna have everything “shrink”, so the player character would have stayed same size.
But even then, it was looking kinda blurry to me too.
Having more of a look at it… pixel rendering looks like it’s a whole thing to make it look good.
I guess I’ll put that in my “topics to work on” pile!
ty
I mean, I still kinda forced it a little. But I’m getting better at
This time I also used pre-existing assets rather than trying to make everything myself. Which was another sorta mix-bag
Finally:
Thank you for playing, and the response :)
i just saw youreacted to all my wip so i had to try your game. Well... the idea is not bad... jaja
Hahaha.
Well, the spirit of the jam is to learn something. And I learned a few things >: ).
The game, well, it can show how much I improved later XD
Thanks for playing!
Short, but cool
Thank you for playing ^_^
Thanks for the submission! It was a simple and short game, with smooth controls and fitting the theme really well. Cool music and art
Thank you for playing ^_^
It was short but interesting. movement felt good and graphics looked great and nice choice of music. I wish there was more!
Glad you liked what there was ^_^.
And thank you for playing :)