I'm currently uploading a new build for Sprout's Indiecade submission and I figure it's a good time to do a quick update!
So after taking some time away from Sprout, I got back to it this weekend! I finally tackled some problems I had been mulling over for quite awhile such as...
For the longest time, I excluded any kind of jumping from the game. There weren't really any platforms to necessitate it so it just kind of seemed fine... but there was always this nagging feeling that I should be able to make the character hop around like the adorable little thing it is.
After forcing that feeling from my mind, I came upon another problem: I needed sprout to be able to dig up mushrooms, but the character has no arms! After trying out a few animations (like kicking) nothing really seemed to feel right as a form of mushroom extraction.
After talking with someone about the problem, they (of course) said, "Why not just jump on mushrooms?" And my foolish response was something along the lines of "If you can jump on mushrooms, people will think they can jump on enemies too..." and then suddenly it dawned on me that jumping could actually solve all my problems. Well, maybe not ALL of them, but at least quite a few.
For awhile I was trying to funnel a lot of the gameplay through the singing mechanic. It was an attempt to keep things as simple as possible. A noble quest, I think, but in actuality, it just made everything more confusing. A lot of the actions (such as killing enemies) didn't make much intuitive sense and ended up making the gameplay feel convoluted and forced.
SO, long story somewhat short, jumping is now the method by which the player eliminates enemies and collects from mushrooms. Also, it's just fun to bounce around :)
Since I started this game, there has always been a problem with players having little-to-no agency over what kinds of seeds they are presented with. The initial game only had seeds randomly falling from the sky. This system, unfortunately, allowed players to get stuck far too easily.
Then, I added mushrooms to try to reduce some of the randomness. The colors you get are still somewhat random, but are weighted toward the player's current inventory need. This got me like 68% of the way there. The problem was that, while the player may have zero red seeds in her inventory (making this the most likely mushroom to appear), she may actually need yellow seeds for one of the flowers in the area.
So, I knew the answer is that the player should have some way to choose what kinds of seeds she gets, but I just didn't know how I was going to implement it. What I ended up going with is this:
There is now a little grub farmer at the end of the level. If you feed him a yumyum (a form of currency) he will give you a seed of your choice. Just jump to hit the button on the ceiling and out pops a seed from his bag!
The scariest thing now is that I have yet to test this system with other people :/ But I'm going to get on that right away! The introduction of this new system meant that I had to rebalance the whole game (which it desperately needed anyway). So I did all that balancing tonight so it's ready for people to play! Woo!
I know this post was rather text-heavy, so here's another image: