Showers for Flowers

Details

Team Challenge Rating 1/4 show »
JamBaconGameJam 08 Millions of them
Submitted3 years ago

Description

Millions of flowers need rain to bloom!

Technology used

Unity3D, Pro Tools, Flash, TexturePacker, gimp

Help / Controls

Arrow keys or WASD.

Absorb water and then rain on the green patches of land.

(p.s. You're a cloud. Clouds do not move quickly and are subject to the whims of the winds.)

(Linux users need 32-bit support because Unity.)


Screenshots Click a screenshot to zoom

Feedback

User Notes
Average 3.64 5.91 6.82 6.91 4.18 4.36 3.91 4.18 5.45
cedega 3 4 7 9 6 5 4 1 5
ziggidyzag22 (Donovan Violette) 4 4 4 6 4 4 4 4 4
MrDreiD 6 8 7 7 5 4 4 6 6
japtar 2 7 10 10 3 4 1 7 3 Nice audio, great music. Controls needs a lot of work. I see potential in the concept, but the slow and out of control nature of the game makes it more frustrating than relaxing.
felixsoum 1 7 7 6 3 5 1 6 6
Pietdagamer 5 7 8 9 7 5 8 5 8
UnacceptableUse (Peter Maguire) 4 3 3 7 4 4 6 1 6 Fun idea at first. It gets a bit boring after a while but maybe that's just me. Art is a litte basic.
SinisterDol 5 4 5 5 4 4 5 3 6
ROOKMAGE (Abraham Lincoln) 1 7 10 3 2 2 2 5 4 Really loved the music. However, controls were clunky and gameplay was slow. Title screen was really pretty too, happy first BGJ
DielMormac (Marcos Antônio Marcon) 6 8 7 9 7 7 5 7 7
crsteinb (Chris) 3 6 7 5 1 4 3 1 5 Controls felt really slow. Not much in the way of knowing what to do. Info panel could have been just OnGUI overlay to save room since it wasn't much used.

Comments

  • tejon (3 years ago)

    I've written a postmortem: http://www.reddit.com/r/gamedev/comments/2khi87

  • teddy (3 years ago)

    Doesn't launch on OS X 10.10

  • crsteinb (3 years ago)

    I appreciate the non-violent entry. The start screen is really pretty. Controls feel a bit slow though.

  • ROOKMAGE (3 years ago)

    As @crsteinb said, a more peaceful game is a nice break. The gameplay is extremely slow.... But the music is actually really nice, and I like the title screen art. It would have been nice to see an entire game drawn that way.

  • lindarthebard (3 years ago)

    Thanks for the feedback! I think I'd like to see this game done over again with better levels, less-rushed graphics (no tiles!), more game mechanics (we wanted a timer, the ability to pick up other clouds to get bigger, a 'shaman' who pulls you in to counter the wind/mountains pushing you, and a bunch of other neat things), and a few other fun ideas. I know a lot of people have said that it moves too slowly, but I feel like the slow, gradual, un-careful movements are part of the experience of being a cloud. That said, if we choose to remake this in a non-jam timeframe, the cloud will probably move a little more quickly and maybe not get pushed around so strongly. I personally would really like to see this done again in 3D, but with all of the elements (trees, mountains, water, etc.) done in Cindy's art style (kinda like Paper Mario, I guess?).

    I'm also glad that people appreciated the atypical entry. I'm not against violent games or anything, but I'm definitely for disruptive and atypical games, and I'm glad that others liked the idea. =P

  • Jupiter_Hadley (3 years ago)

    Cool game,nice concept, great graphics! I included it in part 5 of my Bacon Game Jam 08 compilation video series, if you’d like to check it out! http://youtu.be/WAnY1b6Wjgg

  • lindarthebard (3 years ago)

    sigh I'm a little sad that you didn't have the music going. That was the part I was most proud of and I think a necessary part of the experience.

  • xenonmonkey (3 years ago)

    I tried playing this on my iphone and it did not work. 0/10 do not play.

  • xenonmonkey (3 years ago)

    I tried playing this on my iphone and it did not work. 0/10 do not play.

  • lindarthebard (3 years ago)

    xenonmonkey: I'm very sorry that it didn't work on your iphone, but it was not intended to work on your iphone. The web portal requires the Unity Player plugin. We did release it for multiple platforms to make it as accessible as possible, but mobile just wasn't one we had time to support.

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