I'll Never Leaf You Behind by ManifestFailure
Your soul has been trapped in a plant. You are now bound to the plant. If the plant dies, you die. You must go through the dungeon, find all the keys, and open the chest at the end that can put your soul back in your body.
If the plant's water level reaches 0%, you die. Get to the chest to win. Put your plant down with M2. You can then swing your sword to collect items/open doors with M1. M2 will pick the plant up again. Putting the plant down will make the water level drop faster, and will go faster if you walk away.
| Youtube | https://manifestfailure.itch.io/ill-never-leaf-you-behind |
| Original URL | https://ldjam.com/events/ludum-dare/46/ill-never-leaf-you-behind |
Ratings
| Given | 3🗳️ | 0🗨️ |
The main concept of the game seems to be deciding when to drop the plant to interact with the world. That's a solid idea you can build something cool around, so props for that mechanic. Unfortunately, as things turned out, the tactical decision-making wasn't that important. I easily finished the game in one play-through with only dropping to around 25% water level.
I occasionally got stuck against walls while walking perpendicular to them.
The art is pretty simple, but things are clearly identifiable. I am not a big fan of the grey wall/orange floor color scheme with the occasional red rug. Figuring out a good color scheme would be my main critique. There's a little bit of non-uniform sprite scaling with the sword being HD but the rest of the game is scaled up.
The music is quite repetitive. It could have used some variation.
All in all I feel like I see and appreciate where you were going with this, and it's a shame you ran out of time to implement it all.