Grow! by alex457
Hello!
Enjoy the game of Grow! where you expand the root system of a small plant that has great ambitions. Keep the plant alive by balancing your consumption, search for energy sources, fail and restart! Once you grow your plant, you will get new abilities that will help you along the way.
The game is a mixture of exploration, clicker and puzzle genres.
I hope you like my first ever Ludum Dare submission. Enjoy!
| Youtube | https://github.com/alexander-zimin/ludum-dare-46-alex457 |
| Youtube | https://alex457.itch.io/grow |
| Youtube | https://alex457.itch.io/grow |
| Youtube | https://alex457.itch.io/grow |
| Original URL | https://ldjam.com/events/ludum-dare/46/grow |
Ratings
| Overall | 480th | 3.478⭐ | 25🧑⚖️ |
| Fun | 476th | 3.348⭐ | 25🧑⚖️ |
| Innovation | 481th | 3.348⭐ | 25🧑⚖️ |
| Theme | 565th | 3.63⭐ | 25🧑⚖️ |
| Graphics | 766th | 3.043⭐ | 25🧑⚖️ |
| Audio | 270th | 3.455⭐ | 24🧑⚖️ |
| Humor | 763th | 2.2⭐ | 22🧑⚖️ |
| Mood | 595th | 3.119⭐ | 23🧑⚖️ |
| Given | 26🗳️ | 18🗨️ |
I liked the concept for sure, I can definitely see a nice game here.
This would probably fall outside of the scope of the compo depending on how you programmed it, but if I were to fix it it would be by lowering the upkeep cost of of roots (to maybe 0.1-0.2) while still making it cost 1 to explore, and by making the water give diminishing returns (so 10 the first turn you land on it, 9.9 the second turn, 9.8 the third, etc) until it eventually gets sucked dry. This would make it so the player can't stay in one place for too long, but the reduced upkeep costs also mean they don't have to.
I'd also probably place a few more water tiles toward the top so the player lasts their first round long enough to feel like they learned the game.
I really liked how once you grow it it asks you if you can do better than the amount of days it took. That made me want to play again and do it a little smarter. It's a small thing but I think it helps discourage "cheesing" the game by waiting for a thousand turns.
I LOVE THIS GAME
ITS AWESOME ....
I like your suggestion on letting water source dry out. I also had another solution in mind - increasing root upkeep when the plant is level-up. I thought it would be too punishing though.
Design wise, it seems very easy for a player to just get a greater income than spending and just skip days until they win. That is, you could expand your roots three spaces down at the start of the game and skip until you win. Although that might take quite a few days. So if the goal is to optimize and win with the fewest days possible, then maybe this is not so bad.
It's a very solid entry, I had fun playing this game! Great job!
The main issue of the game is its randomness. In a game where you have to manage an entity, that is dying a bit more whenever you click to go further, you have to make sure the difficulty increases at a correct pace and the exploration is not completely random, especially on game starting ! I died twice because I could not find energy, before having the chance to find enough to grow my plant. Also, being nice to the player on game start will make him like the game, realize what he can do and how, and notice that the plants indeed grows (visually). And then, you can make it harder because you know the player will want to see what the plant looks like when it is grown more and more, and that he will play again because he did not die because of the game randomness, but because it was just his first try and his strategy is obviously not elaborated enough.
But overall it was great ! I liked it and it has potential :)
The turn-based/grid-based aspects of it are interesting. They make the whole thing feel organized and methodical, especially once you unlock pruning and the ability to reveal other areas. It really felt like you could min/max your way to victory if you planned ahead.
However there are a few little gripes I have that get in the way of my enjoyment. First off, I wish there were hotkeys for pruning/exploring/skipping. Clicking "Prune" and then clicking over at the one root I wanted to remove, and the repeating that process over and over was really tedious.
I also think that the "grow through stone" upgrade and the "reveal area" upgrade should be swapped. By the time I had the reveal upgrade, I had already hit "rock bottom" in the sense that I had nowhere left to explore that wasn't blocked off. So the reveal upgrade didn't do anything for me except for taunt me with areas I couldn't go to yet.
That being said, this is a really solid submission overall, especially for the compo! It looks like this is your first game on itch.io, which I assume means you're pretty early in your gamedev career. If that's the case then you're off to an amazing start!
@notexplosive can you give a link to your submission? I'd love to see your take on plant growing :)
On my first try I ran out of water pretty quickly, but on the second one I grew a nice plant :) I do not exactly why I wanted to explore the borders of playing field, but I did so and discovered the ground water. I think at that pint the game broke in some way, because I knew I could pretty much do what i want at that point without thinking about water conservation. I am not sure if it would be more fun if there was no ground water. It might be interesting to test that ;)
(linking it gives me a warning about how linking my own submission in the comments is rude, but you asked lol)
For future reference you can click on my name in the comments and go to the "Games" tab, it'll be the left-most one because it's the most recent.