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(2 edits) (+2)

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.

(1 edit) (+1)

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.

(+1)

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 ^^