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A jam submission

Buds n' BouquetsView game page

Run a flower shop and make friends with your customers!
Submitted by ManeRAM — 6 hours, 53 minutes before the deadline
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Buds n' Bouquets's itch.io page

Results

CriteriaRankScore*Raw Score
Art#44.7694.769
Theme#304.2314.231
Overall#433.6543.654
Audio#583.3853.385
Gameplay#643.1543.154
Limitation#693.3083.308
Polish#723.0773.077

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

The art is seriously impressive! The dialogues where a bit too straight forward for my taste, but maybe it is because I'm from a culture where we do not interact a lot with strangers. It felt unnatural to me the way things were introduced, a bit too fast pacing. (talking about your sibling transition process to a shopkeeper you just met seemed so odd to me  xD). I like the representation, though! 

The gameplay is cute and fun, giving bouquets a vibe is a really nice detail! with a day-night cycle, so much dialogues and mechanics, I wonder if you slept a lot, it feels really ambitious xD

anyway, gg!

Our artist tried to warn us, no we did not sleep that much at all HAHA

Thanks for the notes we'll definitely consider introducing them more gradually in a future revision!! <3 <3 

Submitted(+1)

Such a fun cozy game to play and make all sorts of bouquets! Love the style and all the interactive elements of the game! I could play it for hours!!! 

Submitted(+1)

It's a good simulation game, the art and music are very cozy. I just had a problem that the door doesn't have a collision so I was able to leave the map

Submitted(+1)

Gorgeous artwork, really beautiful and so well suited to the game. Meeting the customers is great! I like the continuity of seeing them over several days.

I agree that the way to put together bouquets needs some streamlining - getting them out of the vases, especially. I quite like how you arrange them but picking them out of the basket when you have a lot is tricky. Maybe having them all start right-way up would reduce the amount of time to rotate them?

I think you can't assume that everyone playing knows different flower types - if customers are going to ask for flowers by name, that name needs to be visible somewhere (tooltip maybe?). 

I like figuring out which flowers had which properties (cheerful, innocent, gorgeous) but it was hard to relate that to what customers wanted. E.g. when does bouquet size matter? Do customers always prefer large/gigantic bouquets? Maybe some more use of keywords in the customers' requests and/or the ability to try again if the first one you offer is not right?

It was also tricky because you can't predict what that days customer will want and there isn't a lot of space to prepare a variety of options.

I have lots of suggestions but only because I really enjoyed it! Thank you!


 

Submitted(+1)

Art is top tier and I love the whole premise. It was fun experimenting and creating different kinds of bouquets, and exciting when you had the right one for a customer. Would love to see this with more polish, especially sound effects and a font that fits better with the artwork. Main issue as others have mentioned is that interacting with the flowers is quite laborious, pulling them out of the vases, slowly rotating them etc. This is the main thing that put me off playing for longer, so if you made that aspect simpler it would be a big improvement. Thanks for sharing your game!

Submitted(+1)

Beautifully hand-drawn game. I love the squirrel, and man, Poppy was all business lol. Also like the rabbits "I'm late I'm late" line, lol that made me smile. 

There's a really nice variety of customers here, and all the dialogue exchanges give them a lot of personality. I had a lot of fun trying to fulfill their request as best as I could, and it felt really good when I happened to nail one exactly. The funeral bouquet for Quinn was one of my favorite moments, I had already made an all-blue one the night before and got genuinely excited to run and grab it. Then Shelly came in asking for a bouquet for the Holy Spirit and I was so happy I'd made an all-white one earlier too lol. That kind of thing made the loop really satisfying.

I also liked that the game trusted the player a bit. I read the tutorial, but you still did a good job guiding me naturally to where I needed to go, so it never felt overwhelming. Really cozy and charming game and good job nailing the loop limitations.

Submitted(+1)

Very cozy and cute concept! The art is absolutely gorgeous, and I enjoyed putting together and designing some bouquets! I actually like that there are not a lot of instructions being given in the game, it made me want to experiment and try out some stuff to figure it out myself (e.g. how the classification of bouquets worked, the customers preferences). All the characters seemed very lively and had a lot of personality through dialogue and art! Funnily enough, Tyler the wolf guy was my first customer and when he came and called the MC "Honey", I thought he was flirting at first. I was so confused when he started talking about his wife. Then I realized the MC's name is Honey xD

There are a couple of improvements I'd love to see if you continue working on the game, that would just make it easier to handle.  It was a little hard pulling out the flowers from the jars at first because I kept getting stuck in the jars above, and if I had a lot of (big) flowers in my basket, it would sometimes be hard to select the correct one because I always clicked on the big petals to select them, not the stems. I wish it was also possible to select which flowers go on top, and which go on the bottom while making a bouquet, maybe it could just be that the last selected flower becomes the flower on top?
I could walk out of bounds when walking out of the front door and then just walking down, past the fields.

Overall a lovely experience and I can definitely see it only getting better!

Developer

Really happy you enjoyed experimenting with the bouquet system! It was always our intent to let players express their creativity and its good steer to hear you liked it but room for improvement. We’ll definitely flesh out bouquet making a bit more for more player expression.

Haha I also realized that the Honey name for the MC could maybe be confusing at first, funny to hear.

Sounds like the flower shelf inventory was a bit off we’ll def revisit!

Yay thank you!! Hehe yeah didn't think about that connotation of Honey! It was my & Midilune's grandma's name - she was a really talented flower arranger <3

Submitted(+1)

Amazing art! Really the environments are fantastic. The flowers and character sprites too... super good!!

The gameplay is cute and complements the aesthetic and music. Great communication between your team!

Minor gripe: The player has slippery movement like ice. It's doesn't feel the best. I'm not sure if it's intentional or if there's a reason. But, having more "direct" movement gives more player control and it feels nicer to handle

Developer

Glad everything came together so well for you! All the art was done by the wonderful midilune. Thanks for the movement feedback, should be fairly easy to adjust for us!

Submitted (5 edits) (+2)

Exceptional art, and a lot of it too! Loved meeting all the new people and trying to predict what kinds of flowers they would want the next day. Very engaging!

Only minor issue is that dragging the flowers out of their vases is a bit tedious since there are so many, and I kept losing flowers off the edge of the screen when tossing them due to impatience :p

I also accidentally interacted with the bed once while holding a basket, and that basket was stuck there for the rest of the game. 

Developer (1 edit)

Huge shout out to our artist midilune and writer Jenna-h! Really glad to hear you loved the style and engaged with the slightly abnormal order / crafting cycle.

We’ll be sure to squash out all the bugs in the future!