Flowershop Tale Initial Release

So, we came, we saw, we Ludum Dare.

I might end up sinking more time into it but for now, you can play it here.


Currently, this is basically 100% of the gameplay.

It was a pretty long road to get to a pretty unsatisfying conclusion, but the process was, at least, cathartic. It turns out walking backwards and forward collecting things for people who then leave in a hurry only to be replaced by people who want more, but different things is only so fun, as anyone who works in retail can inform you.

I found the theme that I committed to to be very limiting. A lot can be accomplished with 2 buttons, as evidenced by a lot of the amazing, very fun games we’re seeing. But, perhaps not item construction and sales, haha. The clever pun of growing a flower’s business is kind of lost without the whole loan to pay back story implemented as well.

On the plus side, I learned a lot about the framework I had put together for this jam; its strengths and its weaknesses, and found some nasty bugs in it along the way as well. Nothing like the old “dog food” method, eh? I also found that krita is quite a fantastic stand in for photoshop, and that there’s a lot you can do to get good foley at short notice.

You win some you lose some, this one was a win for learning and a lose for fun :) thanks to all who were good company in #ludumdare!

Max / “Geti” / @1bardesign

Comments

MaulUdder
15. Dec 2015 · 00:09 UTC
LOLz at retail comment :D. Thanks for the Krita pointer!