A Tree by ditam
Take control of a tree, and try to keep it alive.

Note to players: upgrades in the trunk section are currently broken, and they have no effect. I intend to fix this in the next few days, alongside other post-jam quality of life improvements.
Changelog
2020-04-22: - fixed a bug about actions not costing the displayed values - fixed bugs regarding upgrade effects, now all branch and root upgrades should work - added visual feedback for feeder root presence - adjusted UI colors and opacities for better readability
| Youtube | https://github.com/ditam/tree-game |
| Youtube | https://ditam.github.io/tree-game |
| Original URL | https://ldjam.com/events/ludum-dare/46/a-tree |
Ratings
| Overall | 2208th | 2.983⭐ | 32🧑⚖️ |
| Fun | 2472th | 2.333⭐ | 32🧑⚖️ |
| Innovation | 817th | 3.483⭐ | 32🧑⚖️ |
| Theme | 604th | 3.95⭐ | 32🧑⚖️ |
| Graphics | 1803th | 3.15⭐ | 32🧑⚖️ |
| Humor | 1988th | 1.886⭐ | 24🧑⚖️ |
| Mood | 2168th | 2.708⭐ | 26🧑⚖️ |
| Given | 44🗳️ | 42🗨️ |
Upgrades is a good idea. It would be better to have the tree on one screen.
Good job.
I lost a couple of times before I got some of the rules, the concept its nice and I think with a lot more feedback and balance it could be fun or at least interesting, right now its too caotic to undestand.
PD: I want some way to fight the humans, or at least something to know how atractive I am to them and a way to look worse :P
Please, keep it up with the concept and improve on this!
@matt2728 I'm happy about that new perspective :) Thanks for the kind words.
@tomathor I agree with some of your complaints. On one hand, I intentionally wanted to keep some mechanics unclear initially, so that the player is forced to explore the options and read the descriptions. However, the lack of feedback for the general mechanics and game state is not really benefiting anyone, I'll try to improve that with one of my post-jam updates.
@lamasaurus Thanks for the feedback. Introducing systems gradually is an interesting idea, but it would be a large departure from the current setup, so you're unlikely to see it even in future updates :) Maybe for an other game though!
@sharbelfs Thank you! I'll try to come up with something for the carbohydrate "deadlock" you've experienced, but it might have to be a new game mechanic. Balancing the costs and hidden gameplay values in general is a huge task that I could have spent an extra 24 hours on easily.
@jangamesdev Actually, that game ending was only enabled by a batch of bugfixes I released an hour or so before your comment, so you were probably the first one to ever achieve it, congrats! :) If you want to avoid the humans, for now I suggest just skip buying any one of the trunk upgrades - they don't have an effect in the current game version, and those pesky humans will only bother you if you're fully upgraded.
@delunado As I explain one comment above, I intentionally tried keeping some mechanics vague, to force players to learn a bit about the basic workings of a tree. I hope it didn't make for too frustrating an experience. Thanks for playing!
Well done!
The graphics were nice. The GUI was alright, but I don't see a reason that the upgrades needs to be a popup menu, a separate place on the screen would have worked.
@shaolin-dave Well, what made you die? The death messages are trying to be helpful, ie. if you are turned out of the ground by winds, you probably didn't have strong enough (perennial) roots, and if you run out of water you just mismanaged your resources. I'm sure the game could use some balancing though, I hope it wasn't too frustrating!
As for the upgrades menu, note that there are different upgrades available for each section (this might be not obvious at a glance, as I'm keeping the popup open when switching views), so it sort of belongs to the current section. It could be a separate view somewhere, but then it would have needed to fit 3 times as much information.
At beginning i was just clicking whatever came to my mind, but i realised i need to be wise on take different things into the account in order for tree not to die.
A visual feedback to everything i spend resources on would be nice thou. With breanches etc i wasn't sure if i reallu "build" something.
Great small game! I liked it.
Having some more explanation of the systems would help the player make better decisions. I have a good idea that the green icon is nutrients but I am still not certain. I can see easy replay value in this game, changing the stats based on tree species and environment if you wanted to branch out a bit with this game. Speaking of my optimal run had me never buying branches, leaves, or a trunk, so having half the game not needed seems weird. Nice work!
@toppervideogames Different tree species and environments are on the long-term roadmap, but there's many things to cover between now and then. Thanks for the detailed feedback! I know that anyone reaching the "humans" ending put an honest effort into playing the game, which I really appreciate.
@bmacintosh At points I felt like I'm wasting precious development time learning about tree biology, so it's very nice to see that aspect appreciated, thanks! Sadly, shedding leaves is currently not balanced well, but the core idea is that the more leaves you have, the more water you lose via evaporation, so in the winter months it's better to not keep them. However, with the current rates and costs, this is rarely the case.
@savvu Thank you! I tried explaining some concepts in the upgrade panels (in an earlier draft it was actually an "Info & Upgrades" panel), but I also intentionally tried forcing a trial-and-error method for learning the basic mechanics :)
If you wanted to check out my entry, you can here https://ldjam.com/events/ludum-dare/46/sim-cell I normally wouldn't link my game in comments, but since you also did an educational game I thought you might like to see it. Be warned, in the HTML version of the game, clicking the "Learn More" button will take you away from the game and lose your progress.