Fleurist by TheJonu
You're the new florist in town, your job is to grow beautiful flowers and compose unique bouquets.
- 20.04: Fixed a bug concerning bouquet prices - sometimes the text did not show up on price tags
- 22.04: Increased width of text boxes, fixed grass sorting issues
- 24.04: Fixed a bug that sometimes made the bouquets sell for too much; fixed the coin animation

| Youtube | https://thejonu.itch.io/fleurist |
| Youtube | https://github.com/TheJonu/LD46 |
| Original URL | https://ldjam.com/events/ludum-dare/46/fleurist |
Ratings
| Overall | 382th | 3.577⭐ | 28🧑⚖️ |
| Fun | 419th | 3.42⭐ | 27🧑⚖️ |
| Innovation | 707th | 3.063⭐ | 26🧑⚖️ |
| Theme | 1042th | 2.52⭐ | 27🧑⚖️ |
| Graphics | 61th | 4.269⭐ | 28🧑⚖️ |
| Audio | 558th | 2.979⭐ | 26🧑⚖️ |
| Humor | 730th | 2.286⭐ | 23🧑⚖️ |
| Mood | 292th | 3.52⭐ | 27🧑⚖️ |
| Given | 32🗳️ | 14🗨️ |
The art is really good and there is a lot of polish there! amazing you got all that done in 48 hours.

Would've liked a longer loop for the background music and a goal amount to reach for. Great job!
I wanted to click so fast. Art and sounds are great and pleasing and puts you in the mood for more clickyclik.
I am missing some sort of diminishing return for creating the bouquet, or some client requests.
Maybe having sell price as well as buying price would help the UI.
Good job!
@martintale Thanks! I was thinking about adding a system where people would request specific bouquets, or where people would rate your bouquets and suggest a price. To implement it correctly, it would take another day or so. This time I wanted to create simple, yet polished gameplay, and avoid ending up with half of the game unfinished.
@blakegamedev Thanks for your suggestion, I definitely should've added more various sound effects. Right now sound is not my good side, but this makes it the next thing I should learn.
As you mentioned @dhim there's a bug where prices don't appear on the bouquet tags. I'll try to fix this asap.
I think the background music is a bit repetitive, but I really enjoyed watching the grass dance to the beat.
A minor ux issue that probably can be fixed easily is the selection mechanism - It looks the same if I just hover my cursor over an item or if I select it that really confused my the first few seconds because I didn't get if the click was registered (and something was selected) because there was no immediate feedback.
Overall a very polished game and an amazing achievement for a 48h timelimit.
It provides a peaceful gardening experience. It's missing some goal or useful ways to spend the money we win.
I'm not sure the game needs a money system, you could also just let people create their own flower arrangement and place them for display / rate them with stars / achievements: most colorful, good color selection, etc.
The only flaw is that there is no real end but it's a very polished and enjoyable game. Good Job!
@wischi I was concerned with the feedback too, but I didn't come up with a graphical effect for that, and thus the only feedback is sound.
I realize the game lacks an aim right now, that was a time issue, I didn't want to create half-cooked mechanics on the run. But as I have more time now, I'm planning on expanding the game with additional systems that would make the money actually matter.
And while they're so nice and consistent, the music is all over the place. This contrast is bad for the overall mood. I am by no means an authority on music, but for the most part I listened to a 3 seconds loop for h*ck's sake. The most cliche calm piano was probably the way to go.
It's good to have a win condition to provide the players with a sense of pride and accomplishment. Some flash-likes with infinite gameplay use a high score system instead, which is at least some indicator and an incentive to retry. You went with The Sims approach, an open ending, which leaves the player with a question: "Is that all?".
The final thing that bothered me was the economy. Maybe I'm missing something, but I sold a single yellow flower for $30 and my bank jumped from $10k to $15k. Then I sold a tulip for a grand total of $7k. Every transaction was way bigger than the pricetag would suggest. Basic combos should be worth less than the total price ingredients, there should be a timer and monthly expenses, and a market that diminishes the value of common bouquets. I'm sure you're aware of that and just ran out of time.
This game was practically an experiment, I wanted to see how would it turn out if instead of focusing on mechanics and systems, I focused on the visual aspects, smoothness and overall polish. And it turned out pretty well, better than expected.
You're definitely right with the music, my skills are at level zero. I aimed for anything that could be described with words other than "awful, disgusting". I used Bosca Ceoil and I don't really like the way that piano sounds there, but I'll definitely give it a try.
Edit: the bug turned out to be just the lack of one logic condition. Thanks again for spotting it.
I liked the gradual build up from cheap flowers to selling a bouquets consisting of five roses. I enjoyed trying out combos, although there doesn't seem to be any difference to selling a combination of flowers rather than just multiples of the same type.
I would have liked some more challenge - there was nothing really risky here, I can't go bankrupt and I can't make a "wrong" bouquet. I think the game could easily be extended to have a more win/lose gameplay aspect by introducing customers with specific wants and different reactions to bouquet combos.
I enjoyed the graphics and the music fitted well. Good work!