Superbloom by devook
Deliver pollen and grow a beautiful little meadow as a bumbley bee.
Bee Piloting Quick Tip: Technically, you are steering the camera, not the bee! Don't worry if the bee moves a little erratically or goes off camera for a bit, you'll always fly where the camera is pointing.

Known Issues * The tutorial can get confused if you go too fast. * Menu navigation not working for gamepad
Features Coming Soon * Audio volume sliders * More flower types
Features We Could Implement But Probably Won't * Mesh instancing for flowers (to speed up rendering a LOT) * Quest system for those who crave structure * Bee stamina system for Breath of the Wild fans * Cooperative multiplayer
| Original URL | https://ldjam.com/events/ludum-dare/53/superbloom |
Ratings
| Overall | 359th | 3.786⭐ | 23🧑⚖️ |
| Fun | 553th | 3.476⭐ | 23🧑⚖️ |
| Innovation | 251th | 3.75⭐ | 24🧑⚖️ |
| Theme | 477th | 4⭐ | 24🧑⚖️ |
| Graphics | 184th | 4.295⭐ | 24🧑⚖️ |
| Audio | 89th | 4.119⭐ | 23🧑⚖️ |
| Humor | 579th | 3.094⭐ | 18🧑⚖️ |
| Mood | 94th | 4.205⭐ | 24🧑⚖️ |
| Given | 43🗳️ | 36🗨️ |

Thanks for the great play.
This game is good though. I like it :)
The world is nice and vibrant, and the music is calming.
Pleasing to see a view into the future with the list of features you would implement, it really helps imagining what the game could be. The experience was great!
Edit: As an AZERTY user, bonus point for using physical keys instead of classic WASD. That eased the testing a little and this was much appreciated!

I really enjoy this genre of game jam game, where there's no real objective and you're just trying to relax and enjoy the experience. The visuals are beautiful, and the bee character is very cute. I liked the variety of flower types and the stylized landscape, and the visuals were complimented well by the music, which was very well done if a little short of a loop. The menu and UI were also really well made.
I will say that the game does suffer from the slightly funky camera controls. I think the camera took a bit too much time to speed up and slow down, while also having too high of a max speed. This meant I often overshot and had to frantically move it back and forth to get going in the right direction. The transition when landing on a flower was also a little jarring since it moves so tight over the player. Maybe something like the following could feel a little smoother:

After tweaking the camera movement, I think this would really be close to the perfect game for relaxing, since that really was the singular piece-of-gravel-in-your-shoe for an otherwise beautiful and heartwarming walk along the beach (that metaphor got away from me a bit).
Overall, great work and especially impressive you made something so cohesive with such a large team! You must have had some pretty effective direction/project management.
I drew your spherical bee and put him in the pixel fan art compilation on [my profile](https://ldjam.com/users/jeremy-ryan/) (complete with tiny cat ears).

Awesome work for 72 hours, and good luck during the rest of play and rate!
Thanks so much for the in-depth response and the little fan-art! That's a first for our team! And yes we definitely spend a lot of energy purely on coordination and getting everyone's assets in. We always have a few brand new people each jam, but we also have a bit of an advantage as a few of us are professional developers who have worked together at Unity for a few years. I've been acting technical lead for the last four years, so my major focus on these jams is often just keeping our scope under control and ensuring everyone is empowered to do good work. Our [Global Game Jam team](https://leftout.itch.io/the-killing-tree) was actually almost twice as large!