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A jam submission

Big Flower MazeView game page

flowermaze
Submitted by JaoWuy
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Big Flower Maze's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#1452.6213.571
Gameplay#1512.2013.000
Music#1511.9922.714
Fun#1582.0972.857
Overall#1592.2013.000
Art#1712.0972.857

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

KAPLAY

No

Was not made with KAPLAY

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Comments

Submitted

Not bad overall, super simple but still kind of fun. It reminds me that I’m old, because my first game was a maze, over 20 years ago :)

The controls are crisp, which is a plus. The goal is clear, and attainable. I pretty casually won in ~6m - perfect for a game jam. The limited visibility was a cool mechanic, and pretty well coded. It was however not a good feeling to suddenly die to something you couldn’t see. It turned out to really not affect the game much, but maybe some other indicator about enemy would be interesting. It also seemed like the enemies had a chase on sight mechanic, but it only triggered once. I wasn’t sure if they were “looking” in a certain direction, so that could be improved too.

All in all, surprisingly fun for a few minutes. The fog and push your luck mechanic together worked well to keep the player on edge. Nice work.

Developer

Thank you for playing! We are still thinking of ways how to improve the enemy's movements and detectability.  There could be a visible sign of the area where it can see you, or maybe a soundeffect when it's coming. ( ◡̀_◡́)ᕤ

Submitted

I think this game idea has a lot of potential but needs some improving. When uncovering darkness, performance takes a big hit. The actual amount you can see ahead of you is way too small which means you constantly running headfirst into the wiltings. The rest is good but also could be polished a bit. Also the intro to the game doesn't make sense, you don't jump (is it meant to be a reference to mario?) along with you misspelling strength as "strenght" and wiltings as "wiltlings"

Developer

Thank you, I did't notice the misspelling! The jumping part was meant to be a joke/misdirection. Like telling you that you have to do a certain mission but then saying that there's an emergency so forget about that.  (,,¬﹏¬,,)

CurlyGamely suggested to upgrade the abilities of the character after each flower stage, like the radius of the visible area. That could help against the wiltings. (╭ರ_•́)

Submitted

I really liked the risk–reward system in the game. You can explore freely, but if you die, you lose everything you’ve collected. That creates a nice balance and tension.

One idea for improvement could be to give some progression tied to the base. For example, bringing something back to the base could unlock new abilities for the character. Even a small upgrade system would add more depth — maybe when the base levels up, the light radius in the darkness expands, or when you die, you lose fewer resources.

Aside from that, the game already feels very polished, clean, and enjoyable. Great work for a game jam entry!

Developer(+1)

 I think it's a great idea! Thank you :)

Submitted

You`re welcome. You can also check our game, if you didn't. We need also feedback improve ourselves for the future :D

/jam/b1t-jam-2/rate/3820085

Submitted

Hi, nice game! try mine! ;)

Developer

Thank you! I tried it :D