Flower Defense by Evolving
Your goal is to protect flower in the middle of the map from gigant snails! Goblins'll try to hurt you!
Controls:
left mouse button - attack
w,a,s,d - move
mouse - rotate
space - dash!
If you want to see further development: https://twitter.com/CodeEvolving

Ratings
| Overall | 796th | 3.116⭐ | 84🧑⚖️ |
| Fun | 858th | 2.823⭐ | 84🧑⚖️ |
| Innovation | 998th | 2.555⭐ | 84🧑⚖️ |
| Theme | 506th | 3.695⭐ | 84🧑⚖️ |
| Graphics | 178th | 3.963⭐ | 83🧑⚖️ |
| Given | 55🗳️ | 69🗨️ |
I missed some UI, but overall I had a good time play this game :)
As a future improvement, consider putting more stronger weapons in the game. The enemy could drop them if you kill them.
As feedback, I was expecting to dash in the direction I was moving, not facing. Also there are some blind spots where the sword doesn't reach, vertically. I'd have liked to be able to aim upwards.
Congratulations on the entry :thumbsup_tone1:
:purple_heart: :dart: :frog:
**Good stuff**
- good implementation of Ludum Dare **Theme**
- beautiful pixel-art
- very cool looking animations (especially grass and water)
- interesting mechanic with two types of enemies,
- different types of snails, adds variations to game difficulty
**Things that could be improved**
- user experience -> the biggest grip for me with the game was that I wasn't sure if goblins did any harm. It felt like I could just ignore it and nothing would happen. I really missed Health Bar for player, but it looked like player couldn't be killed.
- I also would like it better if Flower would have some health bar/durability so game won't end the second first snail touches it.
- I was missing some sort of _ closure _ to the game, when Snail hit flower than game was over. There could be added UI for score that shows how good player did, how long he managed to Keep Plant Alive and so on
- game would feel more natural if there was some background music
Overall I think you did amazing job for such a short time.
- Art is great.
- Animations are smooth and nice.
- The concept is great, It's almost like half tower defense but also with mobs that target the player? There's a game here for sure.
- It's possible to dash into the water and get kinda stuck, but it looks as though you've got some mechanic to pop the player out which is a nice touch.
Things that could be improved:
- When I initially played I expected the dash to go in the wasd direction I was holding rather than the look direction.
- I think there needs to be a UI.
- I think a few more mechanics are necessary, not tower defense stuff necessarily but potentially a way to slow down enemies or block them or something. Just to break up the loop of dashing to a group of enemies and hacking at them before dashing to the next group.
Nice work!
The gameplay felt lacking however, the sword fighting got repetitive and uninteresting rather quickly :(.
100% pure nostalgia, I love it.
## Things to improve
+ I would improve your overall combat mechanics as that is where the game has its biggest flaws.
+ Hit detection is very inconsistent and as the player I feel as though I cannot reasonably distance myself from the enemy in a way that feels fair.
+ The way it feels to make contact with an enemy is akin to having slices a butter knife through air
+ the sound effects could use some improvement, this is highly subjective for me, however, because I am no sound designer so take this one with a grain of salt. I like how swinging the sword sounds but it just doesn't fit a sword kind of sound
+ I mean the world has no boundaries near the top of the map but Ill chop this up to time constraints so no big deal there
+ Giving the flower more health would have made the game a little more balanced in my opinion
+ The delay on the dash mechanic should not exist, if I press a button, as the player, I should receive immediate feedback
### Overall...
A really fun little game, and Im sure with some more time it could be a fantastic rouguelike or action rpg, or what ever you would turn it into. Good work!
The art is cute!
The level ends abruptly after you lose, there isn't even a sound. I know from experience that this can confuse players. ("What'd I do wrong?", "What just happened?") In that same vein, it'd be nice to see some visual confirmation of the hp of the critters and I don;t even know if the main character can get hurt or if the red-hues damage they appear to take is just for show or not.
Some music would really spice this up!
Oh, for others playing: the left mouse button was slash for me, not space as is written in the description.
The game is a little bare bones at this point, so there are a lot of ways to go with it. Well done, even if its a little limited in scope right now.