Keep It Alive by Pennycook

This is my first Ludum Dare entry since the birth of my daughter, and the whole thing was made during nap time (i.e. in about 5 hours total)! I knew going in that my idea had to be even simpler than usual, and I'm very happy with how things turned out.
There are several little features that I'm very pleased with, but rather than point them out I'd rather wait and see if anybody discovers them. :smile:
Tools
- Unity
- mtPaint
- sfxr
- Musagi
Screenshots

Ratings
| Overall | 1037th | 2.643⭐ | 23🧑⚖️ |
| Fun | 1009th | 2.476⭐ | 23🧑⚖️ |
| Innovation | 914th | 2.762⭐ | 23🧑⚖️ |
| Theme | 233th | 3.976⭐ | 23🧑⚖️ |
| Graphics | 990th | 2.452⭐ | 23🧑⚖️ |
| Audio | 787th | 1.762⭐ | 23🧑⚖️ |
| Humor | 546th | 2.69⭐ | 23🧑⚖️ |
| Mood | 796th | 2.85⭐ | 22🧑⚖️ |
| Given | 15🗳️ | 14🗨️ |
Although once I worked out how it worked, it was fairly easy to keep it alive indefinitely. The puzzle was interesting up until that point though :slight_smile:
@princesschoochoo: Thanks for the feedback! I'd considered throwing in some more random elements or tweaking the constants so that the actions on each day required some more thought, but didn't have time.
This was also my first jam since the birth of my daughter, definitely makes it more difficult! Well done!
Great concept you have there! Took me about two or three runs to realize that the colored rectangles are actually litmus papers.
The talking is an interesting option here -- it's an opportunity for the players to have an insight on both the character they're playing with and the plant. I think that you can play that up a little bit more, maybe even affecting the stats a bit further.
Nice little game. Thank you for the experience.
Superb lampshade hanging, there.
I like the ear-grating volume and esoteric music, together with the sparse graphics it leans into the unapologetically simple gameplay loop. The game simply is what it is, take it or leave it. Good job!
I liked the the systems design a lot!
I did have the same experience as @nicksmaddog, also initially stopping after 101 days, not realizing there was an ending I was working towards.
Well done and congrats on both the game and the baby!
After figuring it out, it gets tedious(as i'm sure you're already aware), so a much less amount of days would be nice.
overall a great entry, but I disagree with the granddad's mentality towards plant instructions.
@brian-teng: I completely agree. The original plan was to go a little more "visual novel" and have events occurring to the player character be hinted at through what they were saying to the plant, but I felt like I wouldn't be able to give that idea the time it deserved. If I keep going with this, this is something I'll definitely fix!
@scalphamission, @lepletier, @hoyr: Message received (loudly). :wink:
@kamekai: I didn't know what I was doing had a name! :laughing: I'm glad to hear you liked it, that was one of my favourite lines.
@baby-dino-herd, @jason-woerner, @edz123 : I did consider putting the ending at 100 days, but couldn't resist the urge to tie the ending into the "story". Maybe if you could advance multiple days at once it would be easier to reach? I'll think about this more, thanks!
@synoxgames: Thanks for sticking with it to the end! I agree that something like random elements, or limited actions as @bitdecay suggests, is necessary to help to keep things interesting.
@bradcode: I can see how that could happen... My wife kept coming in and saying things like "What if you had to care for multiple plants?" and "What if you could select a plant at the beginning?" -- being disciplined was really hard this time.