The Root of All Evil by DV_company

In an effort to save humanity from starvation resulting from overpopulation, scientists have developed a plant that grows at incredible speeds! But it's out of control! The Root of All Evil is an arcade-style shooter game in which you must hold off the plant for as long as possible using your trusty flamethrower.
Xbox controller highly recommended!



| Link | https://puglic.itch.io/root-of-all-evil |
| Original URL | https://ldjam.com/events/ludum-dare/50/the-root-of-all-evil |
Ratings
| Overall | 807th | 3.444⭐ | 38🧑⚖️ |
| Fun | 680th | 3.389⭐ | 38🧑⚖️ |
| Innovation | 385th | 3.597⭐ | 38🧑⚖️ |
| Theme | 363th | 3.931⭐ | 38🧑⚖️ |
| Graphics | 878th | 3.417⭐ | 38🧑⚖️ |
| Audio | 323th | 3.716⭐ | 39🧑⚖️ |
| Humor | 861th | 2.657⭐ | 37🧑⚖️ |
| Mood | 1096th | 3.071⭐ | 37🧑⚖️ |
| Given | 31🗳️ | 55🗨️ |

I think this happened because when the grass block instantiate the colliders push the player collider who is under it, forcing them to move, there should maybe be a check to tell if the player is there just in case this doesnt happen.
@thulyo-araujo There is a controls tab on the start menu check there for this info, its also in the games page now.
@fzsa-v Yeah its tough with time restrictions but we will look into it!
It creates an entire microecosystem which the player has little control over, but has to survive in nontheless.
I can't help but feel like this game is lacking some kind of overarching objective though. What's the point in trying to fight the plant when the plant is always going to win? (This is kind of getting philosophical :thinking:)
Glad to hear you found the microecosystem part interesting! That's one of our favorite parts, the dynamic that's created by the expanding plant and spreading fire, and the player, platforming around both. Thanks for the feedback!
LOVED the music, matched the gameplay, mood and art style perfectly, made me feel like a kid again!
Really unique idea, and the flamethrower was a fun weapon to use.
Minimap came in really handy, great addition!
I found the flamethrower a bit tricky to use for some reason, even with a controller it didn't feel too comfortable.
The character always defaults to 'looking right' even when I just moved left. Would have been nice to keep him in his last looking position so I wouldn't always need to use the aim if I'm just wanting to throw out a quick burst in front of me.
I felt like the flames took a bit too long to burn (or alternatively it would have been nice if you could move through burning tiles) as I got trapped a few times and needed to wait out the flames.
Most important of all though, it was really fun to play! Excellent work and congrats.
The only thing I'd change is make the platforming feel a bit snappier - it was a bit too much momentum and ledges just-out-of-reach for me to feel that I had complete control of the character.
Very good job on getting something together from start to finish I liked the vibes too!
0.39 inch [3921AS](http://www.xlitx.com/datasheet/3921AS.pdf) led [3921AS](http://www.lanpade.com/7-segment-led-dot-matrix/3921as.html) 7-segment [3921BS](http://www.xlitx.com/datasheet/3921BS.pdf) display [3921BS](http://www.lanpade.com/7-segment-led-dot-matrix/3921bs.html)