Save the Plant by burg113
Note: The weapons will change over time and you have to keep yourself as well as the plant alive.
There are also different difficulty settings when you press escape.
Known bugs: sometimes enemys won't damage you - restarting the game should fix it
Hello Human, you are the last of your species. All other humans died during the apocalypse. Here is the last flower. Please take care of it and bring it to the goal.
P.S: Be careful that the flower gets enough WATER and SUN.
...
A top down Roguelike with Proceduraly generated dungeons.
| Youtube | https://burg113.itch.io/save-the-plant |
| Youtube | https://burg113.itch.io/save-the-plant-v2 |
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| Original URL | https://ldjam.com/events/ludum-dare/46/save-the-plant |
Ratings
| Overall | 2092th | 3.067⭐ | 32🧑⚖️ |
| Fun | 1849th | 3⭐ | 32🧑⚖️ |
| Innovation | 2384th | 2.483⭐ | 32🧑⚖️ |
| Theme | 1807th | 3.367⭐ | 32🧑⚖️ |
| Graphics | 2065th | 2.817⭐ | 32🧑⚖️ |
| Audio | 1419th | 2.717⭐ | 32🧑⚖️ |
| Humor | 1779th | 2.3⭐ | 32🧑⚖️ |
| Mood | 2193th | 2.683⭐ | 32🧑⚖️ |
| Given | 39🗳️ | 36🗨️ |
Thoguh, i still don't know how to change weapon.
Cheers!

When I started the game, the text was already zoomed in and the game was in full screen. I had no way of closing this text nor did it disappear for the entirety of my playthrough. Fortunately, the text did not obstruct me from playing the game, and despite the UI being just barely visible (I saw a blue bar, but I had no idea what it did), I was able to win.
While I do agree that the game was pretty easy, it was overall well executed. The controls were responsive and I found the dashing mechanic to be particularly satisfying. All the areas looked the exact same, so it was hard to tell how far I was progressing along. With only one look for the enemies, it often felt as though I were going through a loop until I reached the end. I also initially thought that "saving the plant" meant I had to go pick up the plant first, so I mistook one of the suns for being a little flower plant, oops. :joy:
keep it up
I did notice that the enemies apparently can't hurt me (at least in the original version) for some reason pickups block my bullets. Otherwise, things went smoothly. Well done on the game!
Each area looked exactly the same as the last so I had a hard time telling where I was going - towards the end of my playthru I got lost and then... died suddenly? I'm guessing I ran out of time or something.
My weapon kept changing suddenly, seemingly without rhyme or reason. It didn't matter much though since enemies didn't really pose a threat anyways.
Most of the combat mechanics were well polished and felt really responsive.
I had a really good experience playing this. It was fun to explore for sun and water to keep the plant alive.
It was pretty easy though - at no point did I have any challenge in getting past the enemies. All I had to do was walk around with left click held down and that was problem solved. A bigger challenge in terms of the enemies that I faced would've been great, and made the game more replay-able too. Very well done though, really enjoyable game!
Just to say that the initial image is cropping (I will continue to play and soon left a message about my impressions of the gameplay etc).

And when I came back to play it gave this message... Hahahahaha. I will restart the game.

1 - Mecânicas, Aprendizado e Fluxo:
Ao que entendi, você tem por objetivo manter-se vivo e manter a planta viva durante o fim dos tempos.
Como o corte da tela foi severo (tanto no topo, quanto embaixo), não deu para saber se há uma HUD que me diz quais os próximos suprimentos conseguir.
Ao que entendi a dificuldade não vai aumentando, mas suas armas vão mudando (ainda não consegui identificar o que faz as armas mudarem; se mudam com o tempo e depois param em determinada arma).
Tirando tais problemas, o restante foi até simples entender (há alguns bugs sobre colisão, por exemplo: balas sendo paradas por coletáveis).
2 - Gráficos, Áudio, Narrativa e Polimento:
O recorte dos colisores não coincide totalmente com os desenhos.
Há alguns desenhos que eu não consegui entender exatamente o que pretendem representar (não sei se é fertilizante).
Seria interessante ao pegar o item ter um retorno informativo mais eficiente (e polir as artes para serem melhor compreendidas).
A narrativa se apresenta (apesar do corte superior da tela) de maneira simples e funcional.
Os efeitos sonoros me pareceram adequados.
3 - Cultura:
O tema de sobrevivência e manutenção de vida é algo bastante usado em diversas formas de arte e entretenimento (o jogo faz bom uso, ao meu ver).
Poderia haver outros pontos de conexão com a cultura, para fortalecer o jogo como um todo e para trazer mais pessoas para dentro dele.
Quem sabe variar o conteúdo de imagem da planta que está sendo cuidada possa permitir jogadores de diversos tipos conhecerem diversos tipos de plantas etc (isso fora do tempo de game jam).
4 - Monetização:
Se o jogo for muito bem polido e tiver os bugs resolvidos, creio que possa ser vendido no Steam.
Daí dependeria de uma boa abordagem publicitária (quer seja paga, quer envolva pesquisar o nicho no Facebook etc).
Se os controles puderem ser migrados para uma forma automatizada, talvez possa vender para smartphones com outra forma de monetização.
1 - Mechanics, Learning and Flow:
As I understand it, you aim to stay alive and keep the plant alive during the end times.
As the screen cut was severe (both at the top and bottom), I couldn't tell if there is a HUD that tells me what supplies to get next.
As I understand it, the difficulty does not increase, but their weapons change (I still cannot identify what makes the weapons change; they change over time and then stop at a certain weapon).
Apart from such problems, the rest was even simple to understand (there are some bugs about collisions, for example: bullets being stopped by collectibles).
2 - Graphics, Audio, Narrative and Polishment:
The cutout of the colliders does not fully match the drawings.
There are some drawings that I could not understand exactly what they intend to represent (I do not know if it is fertilizer).
It would be interesting when picking up the item to have a more efficient informative feedback (and polish the arts to be better understood).
The narrative presents itself (despite the upper section of the canvas) in a simple and functional way.
The sound effects seemed adequate.
3 - Culture:
The theme of survival and maintenance of life is something widely used in various forms of art and entertainment (the game makes good use, in my view).
There could be other points of connection with the culture, to strengthen the game as a whole and to bring more people into it.
Who knows, varying the image content of the plant being cared for can allow players of different types to get to know different types of plants, etc.
4 - Monetization:
If the game is very polished and the bugs are resolved, I think it can be sold on Steam.
Hence it would depend on a good advertising approach (whether it is paid, whether it involves searching the niche on Facebook etc).
If controls can be migrated to an automated way, you may be able to sell to smartphones with another form of monetization.
Thanks for your feedback
Overall I think it is really interesting idea, with few comments regarding game play:
- It would be nice with some good indication when over Sun and Water patch - I thought at first that I cannot pick them up for some reason
- There was some funny thing with UI scaling
- Text at the beginning was pretty hard to read, it could use some blurred/faded background