Congrats on your first game! There's lots to improve for sure, but you managed to create a pretty solid base in only 36 hours. The instant return to title screen on death is surprisingly brutal and efficient. I'd love to see more content added to this. And it's great that you made it without AI! Well done!
Lorraine 🍬 Devaux
Creator of
Recent community posts
Nice entry, and so nice to see another game that was made without AI! My main criticism is that there's really no reason to leave the center of the screen, as all the wasps move towards that space anyway. So, if you stay in the middle and buy all the other upgrades besides movement speed, then you simply cannot lose for a long while. Some ideas to remedy this: Have the wasps attack from further away, so that you actually have to go meet them. Add some pick-ups far away from the hive, maybe this could even be the source of income. (could be flowers or even free-floating pollen to stay in the bee theme!) Or maybe you could get a second hive after a while, and then you would have to choose between defending one or the other.
In any case, this is still a fun little game. Congrats on making it in only 36 hours!
It's not satire, but also the manifesto is (silently) addressed to creators rather than players, so I think you're not really the audience I had in mind when writing it. But I will say that when I say "better games", I imagine something greater than Silksong or other well known titles. This is not to say that these games aren't good, just that we could have even better, if creators (myself included) let themselves detach from industrial thinking and put in the hard work to go beyond what we know and have today.
I'd rather not define exactly what "better " looks like to me because really I just want people to be more ambitious with the intentions of their work, but my thinking goes something like Veselokov's "Gameplay Never Mattered" manifesto (https://veselekov.itch.io/gameplay-never-mattered) though I don't agree with the title, but I do want games that transcend gameplay, which I think is what Veselokov is really getting at.
Thanks for making this!! It's honestly so sad that the pre-AI-boom generated art got to be such a casualty of the (justifiably angry) movement against the AI boom. I've seen some events receive criticism for not having clearer or stricter rules against AI, and honestly why do people have to be such cops? We're missing out on good things, and you're right to point it out.
It's a shame you couldn't fully implement your intended gameloop. Growing things underground from seeds found in a dungeon, and then making potions from them to sell them, it's a good premise! I could totally see myself planting a few seeds and then explore the dungeon while waiting for them to grow. 🙂
I'm a little confused I think. I'm don't think I undestand the use of the spirit world. Figuring out what soils keep the flowers alive was interesting, but clearly it wasn't enough to win. Would love to get a hint! Also I wish it was possible to make the game fullscreen, or to zoom somehow, because those flowers are super tiny on my screen! 😄
Fun little game! I like the idea of the "shift" button changing things based on the resources, though I wish I understood a little better how to get the different changes. I think there might be a bug where clicking the shift button repeatedly too fast makes it impossible to place things in empty square. Anyway, nice job!
this is the best collection of desktop pets and other companions that I know of: /c/733669/desktop-pets-virtual-companions
Next time I update NFTc I can make it so that it remembers what scale you were using the last time you used it. :)
ahah, this was made with my own engine, SUGAR! no bloat there, for sure! ^^
it's not available yet but you can learn more about SUGAR here: trasevol-dog.itch.io/sugar :)
I'm sorry this happened, videogame doors are notoriously hard to make happen, (google videogame doors and scroll a bit) I did my best but the result has some extreme edge cases, which is what you've encountered. At this point, four years after making the game, all I can do is apologize and try to do a better job of doors (or avoid them altogether) in my future games.
Thank you for understanding.












































