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Fleurish's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #10 | 4.038 | 4.038 |
| Limitation | #15 | 3.923 | 3.923 |
| Audio | #18 | 3.885 | 3.885 |
| Overall | #32 | 3.801 | 3.801 |
| Polish | #38 | 3.615 | 3.615 |
| Art | #57 | 3.885 | 3.885 |
| Theme | #94 | 3.462 | 3.462 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
As others have said, this game's scope and artwork is very impressive. It's unusual to have to read what is essentially a manual before playing, rather than an in-game tutorial, so that may be a turnoff to some people. It was not for me.
I was not expecting the game to be so immediately challenging - the very first level I dropped into resulted in being ganked by three mermaids at once. The mermaid's attack reverses your controls, so that situation wound up being very difficult to escape.
The concept of upgrading your weapons with a grid to create flowers is a really neat way to do weapon upgrades. If you decide to create another game like this/expand on this game, I'd love to see that concept again.
The art is also very impressive. Eight different visual options for six different slots on your character, plus the multiple tilemaps, plus the enemies, icons, gui...And that's not even getting into the fact that there are bosses and unique boss fights, that each enemy has their own movement/attacking patterns...
Everything about this project impresses. Very nice work!
Thank you! I'm happy to hear you had fun with it!
I'm used to experimenting or reading a manual, the lack of proper tutorial was a bigger problem than I anticipated!
Sorry about the first level, we got the enemies working in the last few days and I never got around to tweaking the spawn amounts. I've seen some examples where the first area has a lot of enemies all at once.
I've wanted to make a game using this kind of upgrade system for quite a while, so I'm glad to finally have gotten to do so! There's a good chance it'll show up somewhere again 😇🪽
Half the reason there are 4 areas is because I wanted to make a bunch of different aesthetics for the areas haha. It ended up making the game a bit longer than intended so we probably could have cut some floors.
This game might be the one that impressed me the most in this jam gameplaywise!
I was a little confused on how the inventory and weapons systems worked initially, but as soon as I figured it out I realised this game is special.
To be able to customise the effect of your weapon, while having so many different weapons to use and it all just working so well is really amazing to see in a jam game.
The art and music is also beautiful and makes for a great experience!
Thank you! Did you have a favorite weapon or character design?
What an engaging result for a game made in two weeks! Bravo! The visuals and animations were stellar and very satisfying to look at!
After reading the controls I decided to just jump in, see where things take me and read the FAQ, if I needed it. But turns out I didn't :)
I found the weapon management, flower management and inventory management quite thought through and easy to understand. The only part that was a bit fiddly was trying to move a flower within a weapon while my inventory was full. It would have been a little easier if I had at least been able to at least lift it, instead I found myself storing flowers I didn't want to throw away in a weapon I didn't use, then going back to optimize my actual weapons.
A lot of the items ended up sitting unused, mostly because waiting for the effects to go away wasn't too much of a problem.
The different areas all brought something unique and changed up the enemy's attacks nicely, even though there were only a limited amount.
It would have been helpful if the portal had a special icon on the map, since very often it ended up being not too far away from where I started the stage- but I usually explored the whole stage and sometimes struggled to find it again. Usually it was recognizable by the shape it made on the map- but at least once it turned out I had headed for a puddle in the wall, haha.
I liked the creativity of the bosses and that they werten't all just "hit them till their down". Especially the second one was memorable. I unfortunately seemed to hit a wall by the end- maybe it was a problem with the web version? - but I beat (?) the fourth boss and was suddenly thrown to a zoomed out view of the first map- unable to do anything anymore.
Nothing can beat my bouncing, almost endless, blood-sucking blueberries, I'm sure! Someday I shall get back to this and prove it! And if not that, then I will come back to try out all the other weapons I decided against this run :)
Thanks! I'm glad you had fun with the upgrade system and the different areas!
The map does have an icon for the portal once you've found it (a purple dot) but it can be a bit hard to see. I wonder if it would have been a good idea to add an outline around it for better contrast.
Good call about the upgrade management - we put it in the bag just to make it very robust so you don't lose upgrades in an edge case, but I did run into that problem once myself during testing.
Glad you liked the ninja, I was worried the mechanic wouldn't be clear but people generally seem to enjoy the fight after figuring it out.
After the fourth boss, the flower, it eats you and you end at the title screen again. Your build gets consumed to be used at the third boss during the next loop. The loops should be playable, they worked fine in editor and Firefox web build, but we had been fighting a camera but that I thought I fixed but maybe not?
what an ambitious game! I think I didn't understood everything but it was fun wandering around in this world, and then I found a boss fight, but I was so weak with my little flower stick xD I really liked the setting, and the overall vibe! GG!
Thanks for playing! Sorry the gameplay wasn't explained that well.
The core loop is that you open the pink flower bulbs and get new weapons (fruit) and upgrades (flowers). You put the flowers in the fruit to give them new effects like extra damage, different projectile movement, or a lunge!
Eheh sorry I didnt read properly the controles on the description before playing (the amount of key out of the blue overwhelmed me but since I wanted to give a shot at the game I rathered.. well.. not read the instructions 🙏 but dont worry you got 5 stars on gameplay anyway, I did have a great time, even with lacking gameplay elements! ) A good easy little think you could've add if you're worried about idiots like me, is an indication of which key to press near of interactives elements! I tried to press the two key I remembered from the instructions, e and k and since it was not reacting I assumed it might just have been here to be pretty 🌱
don't be sorry about the explanations you gave, you did provide a guide in the description and I'm the one at fault for not giving it proper attention. I never took you for responsable for my incomplete understanding of the game and if anything, Im the one who should be sorry for not exploring each mechanics of your game.
I'll keep your game in a collection to play it again the day I'll be in the right mood to interact with it the way it was intended 🫡
You're good, the lack of a tutorial tripped a LOT of people up. I didn't think it would be as much of an obstacle as it was!
I look forward to hearing about your experience when you give it another try!
Game was really ambitious and I respect you guys for it. We already talked on Discord about a few issues due to time constraints, but I think the overall layout is fun! The main struggles were an in-game tutorial, control schemes readily available, quality of life stuff to make sure the game is easy for people who may get easily distracted (me). If this game were made into a really well polished, short experience (Demo) it'd work perfectly for a game jam! We aren't expecting full games after all. I like the idea and this can be something that can be pursued further.
How I approach it personally, is I setup a designated timeframe for all the content, gameplay mechanics, stuff I want to add to make it more engaging and fun, then a time purely dedicated to user experience. Does the tutorials make sense? Is it too easy to skip the tutorial? (I'm so sorry this is me) Are things obvious to someone that may be unfamiliar with games?
I don't usually write long reviews but this seemed very passionate and looking to make a lot so I wanted to make sure you got the feedback you needed! If you ever need more feedback feel free to ask.
Thank you for the detailed feedback!
Yeah, we didn't put as much focus on UX as we should have, the lack of tutorial or prompting in general is a bit pain point that keeps coming up.
Part of why there are four areas is because I wanted to be able to make a bunch of different aesthetics and enemy types, but the amount of floors in each one made the length to a bit higher than intended.
Hi! Please forgive my delayed review I got rather busy lately but I had a lot of fun playing your game on stream :D Albeit a little complex (tho that is mostly my weakness) but not hard to overcome! I enjoyed the customization of your weapons with the Resident Evil-esque inventory and OOOH MY GOSH the final boss was just SO MUCH FUN!!! The one thing I mentionned that I'll remind you on here is simply maybe allow for the Picked Up XYZ UI to last a liiiittle longer so the player can know what exactly they picked up off the get-go :)
Congratulations on your submission! I'm rooting for your continuation in game dev ^^
Thank you! It was very fun to watch you play and I'm very happy you enjoyed it!
Probably the most complex game I've played this jam. This is really impressive. It took a little bit for me to get into it, but it's really well made and the mechanics for the builds are great lol
Thanks! I'm glad you enjoyed the upgrade system!
Cool game! A lot of the below reviews have already stolen the words out my mouth. This has so much content and it's crazy you made this in the time you had. The music is great! The aesthetics are cohesive . Confusion is an evil effect to give players! Controls were definitely on the strange side. So many customization options :^)
Now the best part is definitely the weapon building. MAN that is so cool. It look me a while to get another weapon... a cucumber... to use all the 2x2 flowers I had in my inventory. It took me a WHILE to figure out how to put everything everywhere (mostly, which controls to press) but when I got there I was able to smack my huge cucumber around in random directions dealing double damage... err
Great game. Just needs polish work
Thanks for the detailed review! The weapon building system was my main focus for the game, so I'm glad you had fun with it!
A very sweet game, love the use of the colour palette. A super interesting mechanic with the custom weapons! Also the inventory/backpack wheel is just super satisfying. Two small bugs I noticed - during the customisation screen the back arrow doesn't actually go to the previous option rather it seems to start possibly at the beginning again? The other being with the projectile weapons, if up against a wall, facing in any of the 4 directions, the projectile does not travel. Other than those small bits, its so impressive that you were able to create this during the jam time span, nice job!!
Thanks! I'm glad you enjoyed the art and upgrade system!
The customization screen arrows aren't actually real buttons, it's just one button that advances to the next option. Mouse support there is more of a bonus, as we had to target keyboard/controller only for the sake of time.
The projectiles is sorta intentional/known - the player's hitbox is at their feet, while the projectiles spawn from their center. This is so that they can have extra space to move around and can appear "above" the wall, but does lead to some weird interactions with projectiles... Maybe we could have had the edge of the walls not have collision so the projectiles work in this case? (and they would be easier to use in hallways too!)
Wow, feels like there's a lot of content in this game. Very impressive for a game made within 14 days. There's lots of enemies, bosses, weapons, items, and their modifications. I doubt I would be able to make a dungeon crawler this big within this short amount of timeframe. Excellent job!
Thank you! Did you have a favorite weapon or build you were using?
Very good mystery dungeon-esque game, there is a lot of content in this game, arranging from weapons, buffs, consumables, etc. The weapons I encountered mostly feels unique, some of them work similarly to another weapon. The character customization is really variative and I'm impressed by the amount of selections. The world generation is really good, it definitely has that same labyrinth-like feeling in the mystery dungeon game. And there are bosses too, that's probably the best part of this game.
That being said, there are a lot of bugs in this game. Here are some that I encountered :
There is a lot of edge-cases here to take into account to make the game bug-free, and the crashes there might be due to some optimization issue. There's also some stuff that you can add for clarity, for example when nearing the flower bulbs, you can show the interact button on top of the flower bulbs, signalling to the player that they should press that button to interact.
If you're seeking to improve this game in the future, I think that's a great idea. By adding more polish in this game, adding in more combat system, and some amount of dialogue/story, there's a chance you can rival the mystery dungeon games.
Dang, did you happen to break a mirror or walk under a ladder before playing? I think that's the first crash we've heard about, let alone two lol
Glad you liked the game despite all of the bugs you encountered though! We knew about the map bug, but the other two are news to me D:
Thanks! It was my goal to make the upgrade system feel fun and rewarding, I'm glad you enjoyed!
Regarding the bugs:
The flower bulb having no prompt/outline is a common complaint, I think we got too used to our own game we forgot it's not as intuitive as a chest!
I was originally wanting to add some dialogue and story in the starting area and the bosses, but it was cut for time!
There's insanely amount of effort for a 2-week jam and it hooked me on so long! (˶ㅇ⩊ㅇ˶) ⑉♥
Game structure has great potential and my nitpickings would be on game loop design, guidance and length
Love it after all, and I hope more people could pick it up without getting stuck uwu
Thank you! I appreciate the feedback, and seeing all the work CRiM put into the UI pay off!
The upgrade system and biomes were my focus going into this, really wanted to reward finding a bunch of stuff and making a strong build with it. The enemies were meant to drop fruit/flowers and also an exit key, but we focused other systems instead. I was sorta hoping the upgrade system being fun would carry on its own merit. It seems like it mostly has, but giving more reason to fight is definitely something I should have kept focus on.
Not properly prompting the player to open the bulbs is a pretty big miss too, sorry about that!
What would you say the sweet spot should be for length? I find myself liking when the games have a lot of depth to them, especially when I find one I like, but I know in a jam people like to try once and move on. The difficulty was made easier for that reason, but it still ended up being longer than I hoped for.
From my intuition, under 75% of the current length so the player could finish it within a hour. I finished my build after the second boss and walk straight to exits in later biomes :Sammy_smug:, so I guess on average people finish their builds after around 10-15 maps.
Thanks for the detailed feed back! I think the scope creep monster got us and we ended up making the game too long without enough polish lol
Glad you liked the game!
It took a while... to understand the controls and how to play it, but its really worth it. Only issue is that game hangs after i played for a while..
I really enjoyed the game, and can see myself finish it if didnt hang on me.
Good job making this in 2 weeks, only nitpick i have is the controls arent really nice to use, and weapons are really obvious on which to choose like Dragonfruit or blueberry is the win weapon.
Will also be nice to have explanation on like other effects like Pure etc.
I'm glad you liked it! Do you remember what was happening before the hang?
Good call on the status effects, those should probably be explained on the game page for now!
If you want to give it another go, there are dev commands to skip to later stages of you want to see the rest more quickly!
A nice amount of customization here, and even the font was a cool touch. The pixel art is really pretty, and the world is decorated super well. I was honestly impressed by how much stuff you packed into this. There are a ton of weapons and items, and it was really fun seeing how differently they all handled, especially with the extra layer of customizing them further. There's a lot of depth here, and it feels like the kind of game where you could keep finding new combinations for a while.
I also really liked the weapon wheel, it was easy to use and felt like a really nice polished touch. The minimap uncovering was great too, such a nice quality of life feature you don't see to often in jam games. And thanks for the gamepad support as well, it played really well on controller.
Thank you! I'm glad you enjoyed it! I had a lot of fun doing the art and designing the upgrade system so it's great to see it being appreciated!
Thank you ^^ glad you liked the weapon wheel, I worked real hard on it lol
art and game vibes were immaculate, very comfy. finding and trying out the different weapons was definitely the highlight of the game.
going into the game blind, i was completely lost, with no tutorial or proper introduction on what to do i had to start over and read the page description to figure out what exactly the game was about. playing for a bit the game pretty much comes down to open any flower u come across, try new weapon, kill enemies, look for portal. for most games on this genre that tends to be enough, but here it just feels way to repetitive and the game quickly losses ur interest. areas look way to similar, not enough enemy variety or really any need to fight enemies... it felt like i shud just open flowers and find portals instead of fighting. while the player attacks do seems interesting at a glance, theres not much depth to it or any impact... definitely requires a bit more polish and game juice.
theres not much to do in the game, which is fine for a jam game. definitely has potential, but with how it is now theres just no real reason to come back and replay.
Thanks for playing!
The lack of tutorial is definitely the biggest sticking point, along with the controls and lack of UI tooltips.
The main loop I was trying to target was "Find cool stuff > put it together > have an op build" so I'm glad to hear you had fun with all the stuff you found!
Originally the enemies were going to be a major source of the items to make them more important to fight and yea, it ultimately is just a portal rush. There was also going to be an enemy on the floor that was a "floor boss" and dropped an exit key (like the game Dark Cloud if you know it) but I got overwhelmed with all the art that would be required to flesh such a system out.
I wanted the areas to have some more variety but wanted to make sure the rest worked first. In hindsight, limiting it to three areas with a little more depth would have been much better I think.
Apologies for the lack of tutorial! Glad you liked the weapon mechanics, though ^^
This is a game that is insanely way more deep than most jam games ever really deserve to be. Especially for a two person team. I am really impressed and I have no idea how ya'll managed to cram so many little things and polish a lot of it in this short a time. It really is something and the effort really shows.
But, there not being an in-game tutorial, tooltips or anything along the lines to me personally is A CRIME of the highest order. I found it very difficult to get into, particularly on the keyboard.
But, once I got used to the controls, and how to manoeuvre the UI, it quickly became one of the most replayable and intriguing games I've played so far this jam. Which just makes me more passionately offended it was so hard to get into.
Other than that:
- The void / aetherial aesthetic is a very unique change of pace and stands out quite a lot, and I love the way it actually does somehow keep the spring vibes. It is quite a surreal setting that feels kind of like "Springtime on the moon" to me. Very cool.
- Combat with the different weapons and status effects is awesome. The sheer variety of weapons - and then my favourite part: The way you get to customize them with that pretty unique flower slot system to give them different powerups (Curious, was it inspired by anything in particular? Or something that was just imagined on the fly?).
- World changing with the map generation, very cool.
- All enemies are quite neatly designed and are interesting in their variety.
- Great customization.
- Very neat music.
- Loved the leaf hitpoints.
And for the issues.
- As mentioned, lack of in-game tutorial, button/key tooltips was really frustrating. At least on keyboard things did not feel too initially intuitive for me. Had to keep a copy of the game page open on the other screen and constantly peek back and forth before I got used to it. Especially when getting used to the inventory.
- While I generally like the art, my first character was a light-skinned elf who for the first zone merged with their skin color into the background, and for the second zone that happened to their clothing. Eyes hurt quite a bit during that. But on my second run I purposefully picked something that was darker and stuck out more from the background and it was a lot better.
- Suffered performance-wise quite a lot in the underground stage. Was using Opera GX and I don't think it liked the lighting/visibility effect in there. ;-;
Anyways, to wrap it up. Big smacking stick(Flowering Branch) was the favorite weapon, followed by dragonfruit.
And should maybe seriously consider continuing work on this to some capacity sometime. Feels like there is something pretty unique and cool here.
Thank you for the detailed feedback!
It would have been great to make an in game tutorial, but sadly we had to push to get everything completed at all. None of the basic enemies existed 24h before the deadline and we were rushing to get everything done and stable in time. We really ate up the scope creep here, and I think the game turned out well for it, but I have noticed that the accessibility is quite low for a lot of people. In hindsight it would have been good to cut a few features to make it easier to start and play, such as by adding keybinds/prompts to the UI. I tried to explain the gameplay and controls on the game page best I could, I have since added an early call to read the gameplay and controls section that will hopefully help future players!
The flower system was mainly inspired by a DS game, Kingdom Heart: 358/2 Days. It has a similar "panel" system where you unlock slots to put things in, and your entire character's power is how you fill up that grid with spells, levels, weapons, etc. I have wanted to make something using a similar system for years now, but had trouble making it fit nicely into a loop not being too simple or complex. I REALLY like the general mechanic of "you have something basic, but by fighting and exploring you can customize it to your playstyle." I want to make a "blue mage" style game someday soon!
If you are looking for another game with similar mechanics, check out "Backpack Hero" (roguelike) or "Backpack Battles" (autobattler), as the general mechanic has had a bit of popularity lately.
I'm so glad you loved the leaf hitpoints, that's another idea I've had for a while and said oh hey! it fits here!
As for characters, I've gotten a few comments now on them being visually hard to track. In part, I think the problem arose because I mostly tried to avoid outlines to keep things softer for the aesthetic, but I also sorta locked myself into a 16x24 resolution for the character sprites, and didn't want to lose the detail by adding an outline. I didn't focus on the character as much when playing, so it didn't register as something that would be a problem, sorry!
Performance was tested on Firefox and a bit on Chrome, my friend who helped play test said controller would not work at all on Vivaldi, maybe these other browsers have performance settings that are limiting things? I was very worried about the lighting causing lag but I really wanted to include it, hopefully it didn't sour the experience too much!
It has been really neat seeing everyone have DIFFERENT favorite weapons! I tried to make them all feel unique both by the different grids and the different base stats.
Originally we intended enemies to drop their attacks and upgrades when defeated, to give fighting them more of a purpose, but we ended up scrapping that due to time. The mountain area was also intended to have a bird boss that threw feathers at you and summoned tornadoes.
I still mourn the fact that I never got the chance to add button hints to the ui D':
Glad you liked the game despite its flaws though! Sorry about the performance, we never got much of a chance to playtest it for deadline reasons, but I'm glad you were able to stick with it!
Another game with a similar mechanic off the top of my head is an indie FPS called mycopunk, that one's upgrade get real silly lol
Thank you for the feedback ^^
Neat little game, I got stuck in an area with 4 of the confusion attack enemies, which did mess with me a lot
Dang, I'm sorry you got stuck! I probably should have made the first area spawn fewer enemies, I ran into that situation a few times myself.
fowly moly, the leaves as health??? thats genius oml. I like everything about it. my main weapon, the durian, its sooo good!!
like the only problem i had was my eyes hurting due to the lack of focus, since theres no outlines, other than that PEAK
Thank you! I left outlines off most things as a style choice, I didn't consider it would make it hard to focus, sorry 😔
I love the character generator and animations, super cool. Nice sound FX and music. Are the level procedural? Nice work!
Thanks! The levels are procedural - in general it generates rooms, connects them with hallways, then places the other decoration (water/etc), enemies, and items.
Nice!
Glad you enjoyed!
Super fun game! This played real nice on controller, but I got confused on keyboard before I just went back to controller. Got a little bit of a Noita feeling with the weapon, and I will have to explore more with that. The customization was super cool, and I rocked the Lizard Turtle all the way! Super polished, and definitely one of the more complete games I have seen this jam. Well done team!
Thank you! There are debug commands if you pick it up again later and want to cheat your way to the later levels, if you would be interested
Saw something about that in discord. I'll save the game so I can try again after some voting and try them out.
Glad you enjoyed! Don't worry, the weapons can get absolutely insane with the right upgrades lol