Final Flower: Petals of a Lost Age by Scott Steffes
You are a robot in charge of delivering the last remaining flower on Earth safely to its growth receptacle. Don't let the capsule holding it fall!
When holding the capsule you can barely jump/wall jump. To navigate the levels you must toss the capsule in the air, jump, and catch the capsule before it hits the ground.
When not holding the capsule you can shoot and kill long range enemies, melee enemies are only knocked back by bullets.
Compete with players around the world to get the best times on the online leaderboards! When you complete a level, make sure to hit Submit to send your time to the server!
Beat Level 10 to see the game's ending.
Movement: A, D
Jump: Space
Aim: Mouse
Release Capsule, Shoot: Click!
All assets (Art, Music, SFX) created in 72 hours.
Scott S: Programming
Nate D: Level Design, Everything Else
Jasper S: Programming, Music, UI
Mojamoja: Art
Sanjo: Programming



Soundtrack is available for free here.
Ratings
| Overall | 187th | 4.028⭐ | 108🧑⚖️ |
| Fun | 133th | 4.019⭐ | 107🧑⚖️ |
| Innovation | 136th | 3.995⭐ | 108🧑⚖️ |
| Theme | 101th | 4.278⭐ | 108🧑⚖️ |
| Graphics | 592th | 4.047⭐ | 108🧑⚖️ |
| Audio | 370th | 3.784⭐ | 104🧑⚖️ |
| Humor | 940th | 3.098⭐ | 94🧑⚖️ |
| Mood | 662th | 3.691⭐ | 96🧑⚖️ |
| Given | 132🗳️ | 130🗨️ |
I love the UI, and the audiovisuals are pretty good in general.
I did get a glitch though, when you break the flower at the same time you finish a level, there is an overlay of the game over screen that stays on your screen which is very annoying...
Played on stream: https://www.twitch.tv/videos/598153530
Great game!
Felt great to eject the plant in the air, clear the robots and catching it again :)
The overall impression of the game is only positive. Cool!
Good game, great concept and fun characters! One of my favourite games so far!
Well done!
I love how the soundtrack builds the tension when you toss the plant.
Well done!
As a platformer this felt really awkward to play for a long time, until I finally got a good handle for the physics. There was also a bit of a learning curve to the rules of the mechanics themselves - for instance I had to learn through trial and error that the capsule didn't break when hitting the floor while carrying it, and it also didn't break when touching walls/ceilings, but it *did* break when enemies touched it, even when I *was* carrying it, but enemy bullets *didn't* break it, even if I *wasn't* carrying it, etc.
There also seemed to be some bugginess/inconsistency in the way the game handled collisions/physics in general, as if the game was trying to do some simple physics without fully embracing a physics engine, even though the physics engine may have been the better call. I say this particularly in regards to collisions between the player and enemies, and between the player and the capsule. It seemed like nothing ever preserved momentum, which created some interactions that felt unnatural - like, for example, giving the capsule a push through the air, only for it to drop straight down. Pushing an enemy into a wall and having them warp on top of the player was another one of these odd interactions.
At its core the concept is sound and well-executed, and there's little that could be improved with the presentation. Leaderboards are always a nice touch.
We definitely could have put more time into tweaking the platforming. (actually we really didn't have any time, but you get the idea) We kind of got it feeling "good enough" and then moved on to the rest of the mechanics.
I think the wall jumping was the worst part. Instead of having you stick to walls, it probably would have been better if you slid past the wall normally and had the option to kick off the wall only if you wanted to.
We spent a lot of time fiddling with what did and didn't break the capsule/collide with the capsule. I think what we settled on made the most gameplay sense even though it was rather unintuitive.
Gameplay was a bit unforgiving (sometimes it'd have been helpful to benefit from a bit more tolerancy), but rewarding. The overall idea and mechanisms really fit to the theme!
Music is cool as well, but can be a bit repetitive when you struggle a lot on certain lvls ^^
Good job overall!
Enjoyed it quite a bit, though it takes time to adjust your mind to you being incapable of jumping properly when holding the capsule (which you still want to hold most of the time)
Thanks for the nice experience and the challenge!
P.S. Leaderboards are cool, got some highscores there :D
Noice!!!
What annoyed me is the drag when touching wall and falling down, made me lose couple of time because couldn't catch the flower in time because i was dragging.
I liked that you managed to put lots of design flavours like camerashake and stuff. The game felt prety finished and polished to me.
BTW on level 10 I found an exploit, because I restarted several times. I noticed that i can leave the flower on one pipe safely, went forwards (super zoomed out) cleared the level then went back for the pot.
Overall great entry.
1) It feels that capsule can't break in some situations, but it breaks anyways. I understand that it is the core mechanic of the game - capsule breaks every time it touches anything - but it is hard to resist my common sense
2) The change in control schemes while with and without the capsule is too significant. You have to keep in mind these 2 states, and for someone that could be a game breaker, but for someone this is the challenge. For me it is just little to hard
There is also a bug in gameplay, which may lead to some cheese tactics.
Amazing game overall besides these 2.5 major problems.
I definitely second that comment about the capsule breakage sometimes being a tad too sensitive. While the breakage is an obvious element of the gameplay, being able to safely put down the capsule when you need to go off and shoot things is equally important. Sometimes I'd be able to put it down carefully in one round, would try and repeat the exact same move the next time, and it would smash for no obvious reason. But I imagine balancing that sort of thing can be quite tricky.
Also a couple of times the capsule ended up out of reach during gameplay and there was no way for me to retrieve it because it was too low down on the bottom platform, or right in the middle of a large column and unreachable from either side. Not a massive problem in and of itself, but there was no way to manually restart, and sometimes no convenient holes in the platforms through which to fling oneself so I had to reload the whole game from scratch.
But overall I really had fun playing, and loved the graphics - especially the way the little robot's eyes always follow the flower. It was simple and uncluttered and really engaging. The catching/throwing mechanic with the claw worked beautifully, and the whole thing felt very well put together for a JAM game. Hats off to you.
* Good that you can quickly restart with space (jump).
* Shooting enemies that disable the grabber is interesting.
* My main complaints are that there is no grace jumping and that the walls are very sticky.
* I would like to jump with W. Others will probably also appreciate support for the arrow keys.
* Level 8, 9 and 10 were too difficult/frustrating (mainly frustrating). The jumping enemies are also a bit over powered.
I think some of the robots could be slightly more affected by your shots; maybe that would have made it too easy but some of them just seem to ignore my constant barrage of firepower. I like the variation in enemies, and the mix between platforming and tactical shooting!
Excellent entry.