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SS Bloom's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Community's Voice | #113 | 2.971 | 3.062 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Creative Vision / Rationale / How Did You Incorporate the Theme
Based on thatgamecompany image/logo, the word "connection" was obvious. And by definition, a connection is a relationship in which a person or thing is linked or associated with something else.
We took the "[...] thing associated with something else [...]" by representing the relationship between a flower and its needs for the sunlight to bloom in real life.
In context, we made a puzzle with a short story about a flower-shaped spaceship (representing the flower) and the energies (representing the sunlight) it needs to absorb to ripe all its petals so it can bloom again and fly back to home.
“What doesn’t seem to connect at first glance, connects.” That is why it made us went into a puzzle game. Making the game was a puzzle.
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Comments
The 3D models look amazing. I found myself completely immersed in the contrast of light and shadow, and under the starry sky.
Very admirable puzzle design, and I think it was made easy for a reason, I could set limits for myself anyway. The lighting look very nice, as well as other assets.
If we had more time, adding more depth to the mechanic would be cool but we ran out of ideas. Thank you for playing !
Love that you made the puzzle itself the metaphor for the theme - "making the game was a puzzle." The visual presentation is slick and the music nails the atmosphere. The mechanic has good depth once you understand that button clicks affect direction AND intensity, even if that first lesson takes some trial and error.
thank you !
There's so much polish on this game. From the way the buttons moved to the transition between levels. Top notch stuff. I did not understand what was happening for the five minutes. It took me longer than it should have to realise that the button clicks, as well as changing intensity and colour, also changed the direction. Also, i think without holding down the E button you wouldn't be able to finish any of the puzzles. So maybe you should have gotten rid of the E altogether and just showed the numbers the entire time. Saying that, once I learned what I was doing it was a neat little puzzle game. The music and visuals also reminded me of outer wilds, so top marks for that. Congrats on finishing.
We aimed for a polished game. And before "holding the E button", there was no E button and the lights were too much obvious/annoying to the eye so holding E button was the solution. I wish we had more time to work on it but that's the gamejam about. Thank you for playing!
Very well optimized game..The graphics and art fit nicely with the atmosphere, and the ambient music was great too. There was no lag or performance issue, which made the experience smooth. That said, I did feel the game was a bit too easy to figure out. For example, I could just press E to see the required pedal light number and then spam right-click until one pedal closed, followed by left-click and spamming right click again to close the pedal with two lights required and so on. Overall, I think your execution was really well done, but the game could be improved in terms of challenge to make it even more engaging.
hi! thank you for playing! As the game lead for this project, I agree with you about improving the challenges. We didn't have enough time to brainstorm new features and ideas to make it more engaging but we wanted to, trust me xD I wanted to make something wild but execution, cohesiveness, theme and optimization were priority. Making a puzzle is not easy.
I like the game. The puzzles are nicely made. The in-game tutorial confused me first, but the "How to Play" cleared it up for me. Nice work!
Thank you very much! I'm glad the "How to Play" cleared it for you! :)
thanks!