Plant Man by Broken Robot Studios
You are the plant man.
Tasked with carrying the final plant on Earth to safety, you have traveled far and wide, trekking through barren deserts and run-down cities.
And you just had to go ahead and walk into that factory.
With robots closing in on all sides, you must keep your plant alive until help arrives. If it arrives.
Good luck!
HOW TO PLAY
Keep your plant alive by collecting food and water, which spawn at opposite ends of the factory, and keeping it away from robots. Too many robots?
Throw your plant.
Hitting a robot with your plant will destroy it, but be careful. If you miss, the robots can grab and kill your plant!
CONTROLS
WASD to move
Press E to pick up your plant
Press E to throw the plant in the direction of your mouse cursor
Press R to toggle doors
Walk on jump pads to use them!
TOOLS USED
Made with Unity
Assets made in Piskel and Gimp
Music made by Fesliyan Studios. Not by us.
SFX were in The Essential Retro Video Game Sound Effects Collection by OpenGameArt. Not by us.
| Youtube | https://broken-robot-studio.itch.io/plant-man |
| Original URL | https://ldjam.com/events/ludum-dare/46/plant-man |
Ratings
| Overall | 2221th | 2.974⭐ | 21🧑⚖️ |
| Fun | 2214th | 2.737⭐ | 21🧑⚖️ |
| Innovation | 1993th | 2.868⭐ | 21🧑⚖️ |
| Theme | 1342th | 3.605⭐ | 21🧑⚖️ |
| Graphics | 1650th | 3.289⭐ | 21🧑⚖️ |
| Humor | 1376th | 2.706⭐ | 19🧑⚖️ |
| Mood | 2160th | 2.722⭐ | 20🧑⚖️ |
| Given | 16🗳️ | 10🗨️ |
Shooting the plant at yourself(so it kind of just stick near your head still) makes it almost impossible to move, probably due to some collider/physics issue.
Another point of feedback as far as controls, if you are already using the mouse to aim the plant, make the mouse click throw the plant, not 'E'.


1 - Mecânicas, Aprendizado e Fluxo:
Achei interessante a sua arma ser (ao mesmo tempo) seu ponto fraco. Usar a planta como arma não me pareceu intuitivo (eu tive que jogar mais que uma vez e encontrar informações fora do jogo para saber fazer isso).
Aprender a jogar, portanto, fica um pouco complicado. Mas é possível jogar sem usar a planta como arma.
Os inimigos poderiam ser menores ou atrapalhar menos a movimentação do jogador (não sei se é algo com o atrito). Eles realmente se acumulam muito.
Eu entendi que eu precisaria ficar indo de um lado para o outro (e está tudo bem com isso) na fábrica. Para pegar o material necessário para eu manter a planta viva. Eu só não entendi o porquê de a água estar tão pouca do lado direito da primeira vez que eu peguei (não sei se foi intencional, ou se ela está diminuindo com o tempo desde que eu começo a jogar, porque eu não tive a impressão de ter sido muito lento em fazer isso).
O "pula-pula" funciona de forma meio confusa para mim, não sei se devo tocar nele ou se preciso pular no momento que toco ele. Creio que o jogo possa ser polido nesse quesito.
De qualquer forma parabéns por tantas mecânicas em tempo de game jam (especialmente por ser uma pessoa só).
2 - Gráficos, Áudio e Narrativa:
Os gráficos foram suficientes para transmitir a maioria dos conceitos (creio que seria bom desfocar o fundo mais, tirar nitidez e contorno) para ficar visualmente mais limpo para jogar.
O som está meio enjoativo (ao menos colocar variações do barulho de pulo poderia ajudar bastante). :) Quem sabe uma trilha sonora de fundo poderia melhorar a experiência.
A narrativa não é o foco do projeto, então eu não tenho muito o que falar. Apenas algo tentando salvar uma planta (falo isso com base no que há dentro do jogo). E está bem em ser assim para tempo de LD46 (sugestão, caso pretenda avançar com o projeto, seria colocar algo mais nesse sentido, para ter mais estágios).
3 - Cultura:
Cuidar de plantas atrai pessoas, talvez isso seja uma forma de atrair a atenção de nichos que envolvem tais cuidados e refletem sobre o meio ambiente.
4 - Monetização:
Creio que o jogo precisaria aumentar bastante em conteúdo e de bastante polimento, assim poderia ser vendido a baixo preço em stores como itch.io.
1 - Mechanics, Learning and Flow:
I found it interesting that your weapon was (at the same time) your weak point. Using the plant as a weapon did not seem intuitive (I had to play more than once and find information outside the game to know how to do this).
Learning to play, therefore, gets a little tricky. But it is possible to play without using the plant as a weapon.
The enemies could be smaller or less disrupt the player's movement (I don't know if it's something with the friction). They really accumulate a lot.
I understood that I would have to keep going back and forth (and that's okay with that) at the factory. To get the material I need to keep the plant alive. I just didn't understand why the water was so little on the right side the first time I took it (I don't know if it was intentional, or if it has been decreasing with time since I started playing, because I didn't have the impression that been too slow to do that).
The "pogo stick" works a little confusing for me, I don't know if I should touch it or if I need to jump the moment I touch it. I believe that the game can be polished in this regard.
Anyway congratulations on so many mechanics in game jam time (especially for being one person).
2 - Graphics, Audio and Narrative:
The graphics were sufficient to convey most of the concepts (I think it would be good to blur the background more, remove sharpness and contour) to be visually cleaner to play.
The sound is kind of sickening (at least adding variations to the jumping noise could help a lot). :) Maybe a background soundtrack could improve the experience.
The narrative is not the focus of the project, so I don't have much to say. Just something trying to save a plant (I say this based on what's in the game). And it is fine to be like that for LD46 time (suggestion, if you want to move forward with the project, it would be to put something more in this direction, to have more stages).
3 - Culture:
Caring for plants attracts people, perhaps this is a way to attract the attention of niches that involve such care and reflect on the environment.
4 - Monetization:
I believe that the game would need to increase a lot in content and a lot of polish, so it could be sold at a low price in stores like itch.io.