Hanabatake by Spica

Corruption is spreading across the land. Will you be able to turn the tables with the limited healthy land space left?
Plant Mystic flowers and trigger special reactions to produce Mystic powder that will heal the land and make the playable space bigger.
Notes:
- Use active bag of seeds to plant a flower! Bags are generated randomly in queue
- Some flowers don't like to grow near each other!
- When there are enough compatible flowers nearby, they produce Mystic powder
- You can make the field as big as 7x7 cells. You can continue playing to farm more powder though.
Controls:
- Left Mouse Click - interact with the game board (please don't click on bags of seeds, you can't select which one you want to plant as they're provided in a queue, sorry for the confusion here)
- https://www.youtube.com/watch?v=bQI0RQXlec8
About:
Game made for Ludum Dare 54 by a group of freshmen learning how to make games. This is our first game ever, hope we did well!
- Team Lead: Spica
- Art: Ynnon
- Sound: Шалфей (aka EinSof)
- Narrative design, idea: Dorafevr, EinSof
- Spaghetti code: Spica, SVahin
from MDYSS with Love <3
| Link | https://ranejeb.itch.io/hanabatake |
| Link | scroll to the bottom of the itchio page |
| Link | https://ranejeb.itch.io/hanabatake |
| Original URL | https://ldjam.com/events/ludum-dare/54/hanabatake |
Ratings
| Overall | 379th | 3.767⭐ | 45🧑⚖️ |
| Fun | 610th | 3.393⭐ | 44🧑⚖️ |
| Innovation | 531th | 3.402⭐ | 43🧑⚖️ |
| Theme | 719th | 3.419⭐ | 45🧑⚖️ |
| Graphics | 77th | 4.466⭐ | 46🧑⚖️ |
| Audio | 73th | 4.107⭐ | 44🧑⚖️ |
| Mood | 217th | 3.952⭐ | 44🧑⚖️ |
| Given | 53🗳️ | 66🗨️ |
Really beautifull and interesting game thank you for this good time :smile:
PS: I love your tiny creature :heart:
Maybe add a tutorial, with little explanations Otherwise the game is too beautiful, the atmosphere is so cute, so cute ! <3
The gameplay was very fun, and very exciting, and I think your game does good of not throwing too much at the player too fast. However, I feel like it could've also benefited a lot from a more traditional tutorial. The first time a new color flower is introduced, it's far enough away from the others that it doesn't need to be engaged with for the level to progress, so there's nothing to make sure the player knows what it does before progressing.
Your art direction and sound effects were very good though! It was a very cute and well polished experience.
and there was a quite similar mechanic with "queue of items to put" and "map with interactions" and it was all visible on the screen the whole gameplay loop. 
That's when I realized we made a mistake :smile: We'll know better next time, thanks for playing!
Altough I got stuck here. What did I do wrong?

Unexpected psychedelic moment btw.
**Here is my understanding of the rules for planting new flowers** (correct me if I'm wrong):
1. **New flowers must be planted near a flower with the same color - totally hidden to players**:x:
2. New flowers can't be planted near a flower with incompatible colors - clear to players:heavy_check_mark:
3. "Near" means the squares two flowers stayed share one border - not fully clear, but could be easily reasoned:heavy_check_mark:
4. If two flowers are not next to each other on the book, it means they are incompatible - not fully clear, but could be easily reasoned:heavy_check_mark:
I think the gameplay itself is good, it just lacks clear explanation about **rule 1**, which could make **rule 3** and **rule 4** ambiguous. Once **rule 1** is clear to players, all rules should be clear, and it should be much easier for players to enjoy the game. Overall you guys group of freshmen made a really nice game! BTW, would you guys mind sharing how you made nice music like this one with AI tool?
Thank you for the feedback!
The first pictogram kind of explains rule 1, but players like me would expect you to write it explicitly in the "Notes" section. Also I would hope these pictograms could cover all necessary cases about what's allowed and what's not allowed (like to make new flower look different, and a "X" when planting new flower not near any flower with same color).
But that would be hard to code for a jam though.
Graphics were stunning and mood very nice. The game was very clear except for one thing. It could have informed me that it was game over and that I didn't have where to place the seed.
And also, when I got my highscore, I accidentally pressed restart when I was about to look something up in the book... so perhaps that should come with a warning or something or not be located next to the book.

This happened to me a couple times. I'll agree with previous commenters who said that a more traditional tutorial would have been best. I also could have used the color cycle displayed at all times — there were some unintuitive color relationships in there. I'm not sure I understood the meaning of the second flower growing in the same tile as already planted flowers? I came away with a lot of questions.
I did like the core mechanic, though: trying to organize your board for score and flexibility. It's a nice, puzzley approach to the theme. I did feel as though the constant resetting of the board was kinda interrupting my flow: some game type that allows you to build more on your previous moves would have worked better for me I think.
It's cool that you developed innovative puzzle game mechanics. However, it lacks a tutorial and a clearer explanation of the mechanics.
Overall, the game seems quite simple and it appears that one can play it mindlessly, just placing flowers next to each other until you hit a deadlock, if you're unlucky.
This mechanic and level generation need further development.
But for a game jam, this is a good prototype. It can be further developed and polished, and has the potential to become an innovative puzzle game