Morose by blobo
All that remains of Earth is a small sanctuary. Someone needs to keep it alive, and that someone is you, a small child born inside a flower. Combine seeds to create new flowers, and fight off the bugs eating them away.
The overseer of the sanctuary has a very strict rule on no growing flowers in the dark... I wonder what she's hiding.




Controls
A and D to move right and left.
Mouse to continue text / interact with the environment.
Ratings
| Overall | 93th | 3.949⭐ | 91🧑⚖️ |
| Fun | 213th | 3.691⭐ | 91🧑⚖️ |
| Innovation | 84th | 4.006⭐ | 90🧑⚖️ |
| Theme | 944th | 3.028⭐ | 91🧑⚖️ |
| Graphics | 109th | 4.133⭐ | 92🧑⚖️ |
| Audio | 191th | 3.614⭐ | 90🧑⚖️ |
| Humor | 263th | 3.307⭐ | 85🧑⚖️ |
| Mood | 52th | 4.068⭐ | 90🧑⚖️ |
| Given | 180🗳️ | 168🗨️ |
grumpy - "I didn't like your game and you wasted my time so I won't give you any constructive criticism"
polite - "I didn't like your game but here's some constructive criticism so you can do better next time"
grumpy but liked your game - "I liked your game but [x] didn't work properly and I won't tell you how to fix it"
loved your game - "great game! The only thing you could do better is to fix [x] and here's how I'd do it:"
I'm kinda in the middle with your game. It didn't scale very well, but the art itself was nice. The music was okay... it was nice, but nothing to write home about. Gameplay wise, it's innovative but a bit bland. Granted, this is for a jam. Speaking of the jam, your game is only very slightly connected to the theme.
This game has exceptional potential. I'd definitely play a complete, longer post-jam version just for the story. Amazing job !
That being said, controlling the 'inventory' was a bit frustrating and even made me quit the game in the first bee-fight after repeatedly being told YOU HAVE NO SEEDS.
But honestly, with a bit of polish and quality of life improvements, this game is ready for the world! Astonishing to think you did all this in 2 days! Wonderful job!
The music sets the mood but does become a tiny bit repetitive. I don't mean this to all sound too critical; for a game made solo in 48 hours I think it's a remarkable achievement. The seed system actually looks like there is some depth there and there was decent character development in a very short period of time. I would encourage you to explore the prototype further as there's definitely promise here - this mechanic built into an over arching metagame would definitely hold an appeal.
Thanks for sharing and congratulations on your submission!
Overall good game.
I'll add this image to my page.

That said, I didn't love the battle system. It seemed like a 'bolt on' and got in the way of my figuring out how to get varieties of flowers.
But still, super solid output for the Compo!

Got stuck on the third level and unfortunately the game crashed :( Still, really enjoyed it. Congrats!
I got stuck in this battle screen; no matter what I plant, the subsequent attack wipes it out. What should I do?

1) Whenever I crafted the white flower, my camera started glitching up and down, meaning I couldn't interact with anything.
2) In combat if you run out of seeds there's no way to get them back like you can in the normal gardening.
3) In combat once my flower dissapeared into seeds before it could do anything, every turn, no matter what flower I used.
That being said, no other game in the jam so far would have been nearly compelling enough to get me to retry after all of these issues. So fantastic job on the characters, art, and everything else wonderful about this game!

I liked many things about the game: cute graphics, nice audio (especially the final boss soundtrack hehe), elaborate crafting system, the fact that there is a storyline. That said, it felt like there was some unrealized potential and a fair share of bugs. I want to note that even the game effectively freezing on me when I tried chasing a bug off a dark flower, it was exciting enough to get right back in!
Some issues of varying severity:
-Fighting against dark flowers doesn't work (for the sake of completeness)
-Having to "scroll" down for choosing plants is a bit tedious
-After what happens to Miggs, the screen got stuck in the lower mode, and I had to explicitly click on crafting and then up to unstuck it
-Flower designs that lead to unique flowers are too limited compared to all the possible theoretical combinations; it felt like you gave us this boundless universe but only put 5 planets in it :)
-Narrative-wise, planting dark flowers within 2 minutes of being told that you should never ever plant them feels a bit rushed
[SPOILER]
I think the game let me fight Tilde earlier than intended. Right after she told me to craft a white flower, I went to Tilde to ask her how to do it ("Combine all other flowers"), then went back to Miggs, "talked" to her, and then checked my objective. I had Miggs's recipe for the giant dark cabbage in the objective (instead of "grow a white flower" or anything like that, and after growing it I immediately got to fight Tilde.
My impression is that I somehow took an unintended shortcut, and I was supposed to first actually grow white flowers?
The aesthetics are top notch, the audio is really great, the gameplay is very very nicely done and very clever. Fun little story and there's tons of potential for a fully fledged-out game there.
Congrats for the good work, keep it up, this is for sure my favorite entry so far :)
I didn't see a ton of the theme come out in the game, but again you might have had an overarching story related to the theme that never came to fruition. I also found a game-breaking bug near the end and had to play it through once more: when Tilde asks you to grow a white flower, I thought I'd be cheeky (and out of curiosity) and I made the thing that Miggs had shown me earlier which I never got to see. The game did not seem to like that.
At any rate, I enjoyed what there was, and it definitely made an impression with the atmosphere and mood, which was really top-notch.
**Edit:** I just have to say that I realized after the fact that this was a compo and not a jam, and that's really impressive. 48 hours is a crucible!

I started making the plant at the bottom right.
An overall suggestion would be to tell the player that all the slots have to be filled. That's what confused me making the green plant.
Great job. :thumbsup:
I like the visuals and the potential of the flower crafting mechanic. The story/characters seem a bit claustrophobic, being stuck between a murderous garden of eden caretaker and the snake holding the apple, but in 2 days I wouldn't expect depth on that front.
Good work and good luck.
(wish learn how to make pixel art like you)
Gameplay was very ambitious, especially for a compo, but it seemed to work alright
I got stuck trying to make a green plant and I dont know what I missed, but I still thought it was pretty cool.
This is a very complete game for a game jam. There's a whole lot of content, an actual story, complete mechanics, the whole package. The art is especially gorgeous, with detailed, nicely shaded characters. I really, really liked the puzzle-game style seed combining mechanics-- it definitely felt like something an entire game could be built around, and it's quite fleshed out here.
Areas for improvement:
The whole fighting aspect of the game felt unnecessary and weak in comparison to the main mechanics. Ran into a few bugs (soft locked at the final flower) but that's to be expected in a game jam. UI could have had more options (an undo function, exit) but that didn't really detract from the experience.
Overall:
This is a truly fantastic game, and I hope you keep working on it, because I think with just a little more time it could be made even better!
Also, is it possible to make the white flower? I know that's not the intended ending, but is it actually impossible? I think it can't be done, but I'm not sure.
I think the seed puzzle aspect wasn't tutorialized very well, but it was definitely pretty cool once I figured out how it worked. The overworld and combat elements just didn't really click with me, unfortunately. I think there's potential for a really cool puzzle game here, though.
And, unfortunately, a bug blocked me on two occasions (the first time I quit and restarted, the second time I gave up, very close to the end) where trying to create some sort of invalid plant has me try to plant nothing into a plot (looks like the same bug as Clayton) and that locked me into a broken state that couldn't be resolved.
Shame, I really wanted to see what would happen!
Some bug prevent me from going further once Miggs gave me a complex scheme and try to put the seeds together and then i was stuck with a yellow seed in hand and couldn't quit the planning screen and do anything else.
Other than that, excellent work!
It felt a bit weird to be fighting bees and other pollinators as a gardener :sweat_smile:
A lot of the flower attacks felt the same for me... Perhaps it's also since you can't really see the strength, especially since it takes multiple hits to make on heart go away (my health never seemed in danger, or even lower than 3 hearths ... what's up with that?)
It also think maybe leaving the flower, and harvesting it yourself, after a victory, would increase the sense of ownership of the player over the garden.
(Also... +- 140 games & 100 karma feedback. How? How doe you manage to play, judge & comment all of those in just one week?)
Would have liked: sound effects. The music was excellent but there were no sound effects.
Could have been better: The combat felt more like a chore than a core element of the gameplay. The gameplay felt like the puzzle of solving the storyline & building the flower shapes. Could definitely see this expanded more into an Undertale-esq game where the plant combat has more complexity.
Overall, holy heck this was a full game, and had so much shoved into it for a compo. Excellent job!
The time and attention put into the dialogue, fonts, consistent art style, matching music, was really good.
It took me a while to figure out the seed mechanics, but once I realized it's kind of a little puzzle game the music also helped to set the pensive mood.
Resolution felt somewhat strange on my screen and the text was enormous.
- the order of operation makes for some neat puzzles, though it makes it hard to try and visualize how something might be constructed. I kind of wanted to just place seeds down to see how they could potentially fit together. I'm not sure how I would make a white flower but I didn't need to to beat the game.
- I think being able to return the seeds anytime would be nice, even if I make a correct combo, since if I complete the seed combo but didn't intend to, then I need to plant it.
I only fought the bee and the overseer using the fighting system, not sure if there was supposed to be more fighting. The story was nice though the game felt like it ended very quickly. Nice job!
I originally found the fact that seeds had to be placed in a specific order a little annoying, it didn't seem to serve much purpose and seemed like a UI oversight more than anything else. But later I came to appreciate that as a puzzle-solving aspect of the game. I think it is a good puzzle, but the graphics and UI need more emphasis on the fact that seeds have to be placed in a specific order, otherwise it just feels incomplete rather than puzzle-y.
I think the combat could use a little tweaking. Sometimes I would try somewhat complicated combinations of flowers to no avail, and I would end up just wasting seeds. I think if planted flowers were more powerful when using more seeds, that would be better. Or maybe just have there be more recipes that are easy to remember? In the final fight I did remember the purple flower recipe because it was relatively straightforward. But I would be hard-pressed to remember the red flower recipe.
Overall though, very nice game, I enjoyed myself playing it. :smile:
The sound and graphics are awersome.
There is just something missing on the fight. But all this work in 48h! Very good