FLO̶̢̹̞̩̼͉͙͇̮̳͕̖̜̓̉̈́̈́͊́͘͝͝WERHEAD

the gravity of sin will pull you down

Mouths to feed.

Disclaimer:
Made in about 10 hours.
Would've loved to have spent some more time. Very barebones.

Voting results

Overall
26th
78%
4.100
Graphics
22nd
66%
5.444
Audio
17th
50%
5.444
Gameplay
24th
72%
5.000
Originality
24th
72%
5.222
Theme
26th
78%
3.667

This game entered in the Solo competition (32 entries).

Comments (9)

Mobuos
 • 14 days ago • 

Itch is giving me a 404! Maybe you left the game as private?

Beebster
 • 14 days ago • 

Went to play the game and got a 404 error

Soul
 • 14 days ago • 

Took me a second to turn around, see the side of the building with the tutorial, and figure out what to do. I'd reccomend in the future just slapping that tutorial texture on the itch/jam page AWA basic controls(I don't think using 'e' to interact or WASD to move is mentioned anywhere).
Concept was neat, a flesh-eating garden sim, and I'd like to see more of it.

BluePinStudio
 • 13 days ago • 

The theme isn't a good match but i had a decent time playing the game! Got a few days in before i stopped. Solid effort for a weekend!

Raydin29
 • 13 days ago • 

Vibe is nice, pretty good for just 10 hours.

Taevas
 • 13 days ago • 

My thoughts are pretty similar to Soul's, didn't see the instructions on the building for quite a while lol, I also feel like it would've been a good idea to put the daily instructions on some pause menu in addition to the beginning of each day!

I really enjoy the game's vibes, made me wish there was more to it! For a game made in 10 hours this is a fine game, but it's really too bad it fits the theme so poorly though…

On another note, I never thought gardening would make me so hungry!

FunBaseAlpha
 • 12 days ago • 

Tons of psx horror elements here that work really well individually. The font, the 3d models, the music and sound effects, the weird rivers, everything folds together in such a strong horror vibe it is almost too on the nose to the point of feeling like satire. Mechanically the game was a bit dull, but the holistic style composition makes up for it. Two quick things that I would have considered doing that would smooth out this gameplay loop quite a lot for how much effort they require is to spin the player 180 degrees at spawn so they are facing the tutorial painted on the house and giving the flowers a second model or a particle effect or some other visual indicator to the player that they had laready fed that flower. Hope you keep making stuff!

Baconinvader
 • 9 days ago • 

I enjoy the vibe, even if it's clearly held back by the low 10h dev time (some of the textures made me chuckle and I don't know if that's intentional), and the core mechanic isn't a bad one. Unfortunately though I think it required more time and content to work effectively, since there isn't much room for strategy or optimisation outside of some basic routing. I can imagine a more fleshed out version of the game with more options for food that depleted in more complex ways being quite an interesting experience. I also agree with other comments that the controls should have been more clear from the beginning. Overall though, nice job for 10 hours.

Beebster
 • 1 day ago • 

The vibe of the game is excellent.

It is not clear how to play ther game.

Also, my UPS went off because my GPU was sucking so much power.

You need:

  1. Clearer documentation.
  2. A way to exit the game.
  3. Optimized
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FLO̶̢̹̞̩̼͉͙͇̮̳͕̖̜̓̉̈́̈́͊́͘͝͝WERHEAD

Author

YamDaddy

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