Emergence at the Garden by Jiggawatt
The extent of my FlashPunk knowledge.
Arrows/WASD to move, Z to hit in your last direction, R to restart if your tool breaks. Fully grown trees spawn two new ones each and drop tool repair kits when cut. It's pretty self-explanatory otherwise, and more of a toy than a game.
You can try to eliminate all the trees, cultivate a forest of your liking with skillful micromanagement, or just cry helplessly in a corner while the combinatorial explosion of botanics envelops you.
Arrows/WASD to move, Z to hit in your last direction, R to restart if your tool breaks. Fully grown trees spawn two new ones each and drop tool repair kits when cut. It's pretty self-explanatory otherwise, and more of a toy than a game.
You can try to eliminate all the trees, cultivate a forest of your liking with skillful micromanagement, or just cry helplessly in a corner while the combinatorial explosion of botanics envelops you.
| Web | http://dl.dropbox.com/u/75065952/garden.swf |
| Source | http://dl.dropbox.com/u/75065952/src.rar |
| Original URL | https://ludumdare.com/compo/ludum-dare-25-warmup/?action=preview&uid=5551 |
I like it, it's actually fun, hopeless to 'beat' as it may be.
TREEEEES!!!
Of course its "sandbox" nature also drives you to explore how the mechanics work. Like when you discover that trees never spawn on top of the player, you can combine that with the knowledge that trees sometimes cockblock powerups you were saving up, and go prevent that with careful positioning. I love it when games foster that kind of creativity.
I believe these to be some of the universally appealing things in game design, and you don't need much complexity to reproduce them.
Anyway, I'm overanalyzing. Thanks for trying it out, it confirms I don't need any special packaging measures for others to play my games.