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A jam submission

ScandentView game page

A climb to the top using the sheer power of a potted plant's force of will
Submitted by MaHnHia, liverandonion5, rockey_exe — 4 hours, 14 minutes before the deadline
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Scandent's itch.io page

Results

CriteriaRankScore*Raw Score
Music#753.1543.154
Theme#903.3463.346
Art#1003.3083.308
Overall#1023.0463.046
Gameplay#1052.8082.808
Fun#1202.6152.615

Ranked from 26 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(+1)

Super difficult but interesting. But I think that's part of the charm. Not every game should be easily mastered. Well done

Submitted (1 edit)

The mechanics felt a little tough, I struggled with the movement and didn’t feel fully in control . Other than that, nice job for a game jam !

Submitted

The controls are much too unintuitive for me to justify my frustration as part of a rage game; in Getting Over It, for example, it’s relatively easy to control what the character is doing, even though it might not be what how the character is moving. In contrast this game’s controls feel unpolished in all the wrong ways; there’s not enough force being applied through the flower, for example. I like the idea, but this needs more rethinking to be good.

Submitted

I very like this game!! A little bit difficult for me but I thing is a good game to speedrun. I like to the sounds and the atmospheric art. Good job!!

If you want to try my humble game too ;)

/jam/b1t-jam-2/rate/3816126/jam/b1t-jam-2/rate/3816126

Submitted

I loved this game, I can see that most other people had some trouble with the flinging mechanic but I had blast, though I'm too sure how intentional this way. I think this would be a great game to speedrun, by best attempt is below but I don't finish

Submitted(+1)

Sorry, I'm bad. Tried with the keyboard, could not understand a thing. Got the controller, understood the idea. Several minutes of training and I finally climbed the left wall, which seemed easier to go. A-a-a-nd it went to the pit. Ok, by bad, we usually go to the right in this type of games. Got over the right obstacle and fell into the other pit. Nice rage game, could recommend.

Submitted(+1)

Very creative idea which I love, but the controls were just too unintuitive - the flicking desperately needs a visual indicator, and some better collisions would be welcome since the game is all about smart and quirky movement.

Submitted

Really cool concept and great pairing of art and music, but the controls really held it back for me. Once I figured out the flicking mechanic, I was able to make some progress but I really struggled and ended up stopping out of frustration. I'd love to check this out again if y'all end up iterating on the controls and find a more accessible way to implement similar movement dynamics—I want to see what's waiting up there for me! Thanks for making and sharing your game!

Submitted

Interesting rage game! The flower feels like it could be a decent movement gimmick, but it was often impossible to tell why my flower wouldn't 'go' as far as I want it to. I feel like if I played it for long enough, that I'd start to figure out the boundaries of how far the flower could reach, but it being a rage game did create... obstacles to this. I think I got reasonably far, with a slightly less frustrating control scheme I may have had the patience to finish it. The physics felt pretty good, though!

Submitted(+1)

This was quite fun to play! Reminded me a lot of QWOP given how much you have to use the keyboard haha. I do agree though that a tutorial could help in understanding how to move around and go through the game, but I also understand that part of the learning experience is trying to master the controls and figure out a good flow for moving around. Overall, good job!

Submitted(+1)

I liked the concept used in the jump šŸ¤. Even though it’s quite tricky, maybe an in-game tutorial would help, like a tooltip or a pop-up indicating how it should be done.

Submitted

Game kind of reminds me of Getting Over It. Pretty neat

Submitted

I honestly tried for like 10 minutes and just couldn’t get past the start. Even figuring out the controls took me a while. A little tutorial would help a lot. Aside from my own skill issue / the game’s difficulty, I gotta say the atmosphere and sounds are great!

Submitted(+1)

Interesting mechanic choice for travel. Slingshotting the pot I think toward the top of the flower? Felt good, but it was also chaotic, and after five minutes of failing to get up the first ridge of the mountain, I gave up, but there is something here that works, I think like others have said, a little tutorial, and a way to make the pots facing direction a little more control would do wonders. Good job!

Submitted (1 edit) (+2)

Falls under the "rage game" / Foddian game category. I think it could benefit from an easier initial difficulty curve and a bit of a tutorial, but I like the unique control scheme, I don't think I've played anything like it. Well done.

Developer

It does drop you right into the deep end! We thought keeping the control description vague would allow players to discover themselves how best to pilot the plant, but according to a lot of feedback the trade off is initial frustration, especially if the player doesn't ultimately end up getting a solid grasp at all. Thanks for the feedback!

Submitted(+2)

Really enjoyed this one! Took me longer than I'd like to admit to get the hang of the controls, but once it clicked it was pretty fun :)

 Music was great too!

Developer

Thanks for playing! It was fun to create a lop-sided control scheme. Making something intentionally awkward but still fun to pilot was a design challenge that I was happy to take on.

(+2)

I BEAT IT YIPPEEE


Music and atmosphere was lovely for something so simple. Controls were intuitive enough with a little practice!! 10/10 :)

Submitted(+1)

I really like the concept, but I found the controls too difficult to make it through. The art is nice, and the music and sounds are great. I would like to play a second iteration of this if it ever happens.

Developer

It was a difficult to balance difficulty with this game, and according to most of the comments we may have curved it a bit on the hard side... Thanks for the feedback. I agree that my artists did a great job hehe. Thanks!

Submitted(+2)

Title design is awesome! I think you should use that design for the itch thumbnail too, cus it's really cool. Gameplay was intriguing (and slightly rage-inducing!) Classic QWOP difficulty. the vine system was a bit broken up visually so it was a tiny bit distracting. Took me a bit to get used to the control scheme but I gave it my best try. Didn't get very far but I did explore quite a bit of the starting zone. Really interesting physics movement! Great work
Developer

We took your advice and updated the logo :D
I wanted to create a slick 2d skeleton system for the stem that would bend and move around based on where the pot and plant head was but... couldn't get it to work so we have fun spinny stem instead. Thanks for the feedback and thanks for playing!