I could have done better with artistry and bug fixing, but otherwise, I feel as if I did okay for my first jam in years, it was fun!
In Bulber, you take hold of a little flower bulb looking for his lost friend in the ever large floating green archipelago, thought out the game you must beat 30 exciting levels quickly using seeds to grow to your goals.
Note: Before the tenth level, the dark green squares are the only place where you can plant seeds
Bugs: Infinite seeds | falling speed off ledges if broken thanks to delta time | Will kill for inactivity (accidental)
Movement - WAD | Planting - S | Menu or Interaction - EQ
Nice visuals and music, but the sound effects are way too loud compared to the music :(
Also the game feels designed for the "plant" theme, with collecting only added on top of it as an afterthought. Like, I got softlocked like baku because I dropped in the level without getting seeds before. And that's because on the previous level I had to make a blind jump and got punished for it, because apparently I was supposed to go right to left instead of left to right. But than you notice the door near the start of the level and you can just drop here. Which is obviously not what you're supposed to do, but that's where you need to work a little harder on the level design.
Basically what it means is levels lack a clear objective. You don't really know where to go, there's some blind jumps, and the dangers aren't really obvious. Even when I knew where spikes were I kept walking into it because they blend so much with the rest of the level.
Haven't gotten to this part because of the softlock, but it would be an even bigger issue if you can plant seeds anywhere and have a limited amount of seeds, because at this point that would mean a lot of trial & error.
Oh and the ledge bug looks like a gravity/falling speed mix-up (not resetting it to 0 when you land, or still adding to it idk something like that) instead of an issue with delta time?
Paulo Brunassi Level 2
I loved the art and soundtrack, there are the issues pointed by MintyPython, also, I would like to be able to use the arrow keys to play the game. Anyway, good job!
DallinZW Level 7
I love the sound and the art so g o s h d a r n much, but the gameplay... not so much: a) I wish you could press space to jump b) Sometimes if I was standing where a bulb was growing for too long (a few seconds) I would die or the room would restart, not sure which c) if you walk off a cliff without jumping, gravity becomes absurdly high and bulber gets sucked into the abyss
Mimpy Level 12
The gameboy era aesthetic is nice, and it plays like a gameboy era game, too. This game knows exactly what it wants to be, and all the gameplay is very consistent. Collecting plants to grow them is neat, but it feels limited since you can only plant them in designated areas.
I think there isn't enough auditory feedback on things, like for example, there should be sounds for collecting seeds and planting them. The jump feedback sound is very loud and feels out of place when it's the only sound effect in the game.
There's also some glaring coding issues, like the fact that you accelerate downwards when you're standing on the ground, which makes you fall through the floor if you go too long without jumping (delta time is NOT the cause, it's the lack of cancelling your vertical speed when standing on the ground). It also means that you rocket downwards if you walk off a ledge instead of jump off.
Jason Newman Level 5
Nice art style, sound, and music! But I didn't feel it captured the theme in an interesting way.
Renusek Level 3
I tried to like it, but I can't. Sometimes after placing a seed and waiting for it to grow, the game would just restart the level for some reason. Falling is waaay too fast, especially when you design your level in a way that the palyer needs to jump down in order to progress. Art style is adorable, I like it. Ah, also I couldn't figure out how to start the game - first of all, the cursor confused me, as I was trying to click the menu options. Then I tried arrow keys - nope. After all of that, WSAD seemed to work, but again, I had no idea how to actually accept my choice enter and space didn't work, E is used as "accept" button, but it took me a while to figure it out. Keep in mind that all of these are rather minor drawbacks, as I'm sure you could rather easily tweak them (if given more time to develop it).
Zodya Level 2
Great artwork especially I love limited color palette remember me with old school games 💚.
g0ldent0y Level 5
I liked the consistency of the graphics. Very game boyish. Controls were a bit clunky, but serviceable. Sound was fiting, but a tad bit loud and got annoying after playing a while. Overall a decent entry for a single dev.
JesusAcHe Level 4
I enjoyed the game, the main character is cute and the mechanics when they work are fun. I just think some parts of the design are at odds with each other. There's a lot of waiting, but waiting too much kills you, and there's a lot of mobility upwards, but that ends up with a lot of blind jumps and if you go above the screen you die as well.
I had a lot of fun with the first set of levels! It started to get a bit repetitive after level 12ish, but that's just the territory when it comes to jam games. Great work!
Jaspo Level 6
Issues I had: In the menu there's no indication of which key to press to start. Tip for E looks like R. Also, I ended up in a spot where there was no way out.
I appreciate the graphic style but overall the game felt a little clunky.