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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?