As I've said on many of the other 1000 games that have come out in the past year with this exact formula:
if you got rid of the timer, the game would be better.. and all that would change is that an annoying factor that does nothing whatsoever but annoy the player would be gone.
As someone with major cognitive issues, I agree. I need to relax but the timer makes it too difficult. It seems there are quite a few people who don't feel that way though.
If my brain actually worked I would have loved to make a game from this genre without a timer...
I agree with "unnecessary" but disagree with "stupid". Without the timer it can become a boring idle game if the dev isn't careful. might not be the right words... Without a timer people could sit on the gameplay screen for a long time and then get upset when they find out they hardly made any progress because they needed upgrades they could have afforded seconds into the gameplay session. I think having an indicator on the gameplay screen telling you have many upgrades the player can purchase could fix that issue. My preferred method is actually having upgrades available from the gameplay screen rather than having to restart each time you want to upgrade.
that is my preferred way as well and I think it's the better way. the notion of "runs" is cute. but when it's tacked on to just *make* it that way.. then it feels arbitrary.
Fun game with a neat framing device. My only complaint is that it doesn't feel like there's a lot of options when it comes to upgrading; large portions of the upgrade 'tree' are one long line where you just buy one upgrade after another without a lot of decision making.
I'm glad you liked it and thank you for the feedback! I agree, the current upgrade tree is quite linear. In future builds I'm planning on increasing the variety and giving the players more choices during each stage
Finished it in Oprea GX, I did notice there were a couple of upgrades that didn't seem to work, or they weren't worded right, rain cloud, and sprinkler ones in particular. Other than that, it went smoothly.
Thank you for the feedback. When you bought those upgrades, did you see the rain cloud or sprinklers appear in all future runs? Or are you referring to the upgraded watering amount/area size?
Completed the demo in Firefox browser, on Mac, with no issues. Really cute color scheme and sprites, the very last part of the demo was kind of hilariously ominous.
My only suggestion / request is maybe making the non-player dashed circles either a slightly different color or slightly lower opacity than the player / mouse circle? When I crossed over a rain or sprinkler circle I kept losing my circle, especially when three or more overlapped.
Also, the music is gorgeous. Is there somewhere we can download it?
I'm glad you liked it! Thank you for the feedback, I'll definitely change the non-player dashed circles to make them blend into the background a bit more.
Very fun! Since some are saying it doesn't work on their browser, I thought it might be helpful for you to know I beat the whole demo on Chrome 12/7/25 and had no issues.
Could have something to do with the Screen change. It flashes and then freezes. Strangely when selecting Fullscreen and the freeze occurs, pressing escape and going back to Windowed lets you go to the upgrade menu. Probably because it refreshes the screen. You'd have to do that every time though.
Quaint little game, froze at one point fairly early on (nothing I particularly did) but yeah, good luck and thanks for putting this little free version out there
It's a nice take on the incremental genre. I only played for a few minutes though because I found the cursor to be infuriating. It's much slower than my actual mouse cursor and seems to have some kind of acceleration. It feels really clunky, as I would want it to simply follow my mouse 1:1.
It's much better now, thank you. Didn't have any issues with crashes or the upgrade screen like others.
So I just played through the demo and it was fun while it lasted. From what I can tell at the moment, I don't think simply adding more upgrades would be enough to make me buy the full game though.
My main issue is that the game doesn't change at all from the very first run to the last. You always just water the largest area, flowers have no special properties and are just stronger versions of the default one, and the upgrades are a bit uninspired. By the end of the demo the gameplay loop had already outstayed its welcome. Which is why I think the game needs additional mechanics to make it more engaging. Games like 'Keep on Mining', 'Digseum' and 'Nodebuster' have extra systems inside as well as outside the game, that make you feel like you're actually progressing. If the rest of the game is simply "get new flower with x3 more money, get +1 thing that waters an area by itself and slightly upgrade your area and speed while you keep on hovering over the largest area for hours", then that's simply not enough for me.
The basic loop is good though. It's just that the game isn't doing much with it at this point. I still wishlisted it, because I think there's potential here.
By the way, I think the Fertilizer kind of destroys the game's aesthetic. Feels very out of place and the mechanic also feels really weak.
I agree, the current build does little to distinguish the flowers apart from each other. My current thinking is that I'll add an upgrade that grants a chance to get a special version of the seed which will add a buff when it's collected. E.g. a special version of the Vine will shoot out to random seeds on the board and instantly collect them. Or a special Sunflower will create additional sunflowers surrounding it.
I will look into adding more meta progression systems as well.
Thank you for the feedback regarding the fertilizer aesthetic.
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Bug report:
1. At the begining screen. The char set are missing. I don't know what are the second and third option.
2. Clicking the third option would freeze the game
As I've said on many of the other 1000 games that have come out in the past year with this exact formula:
if you got rid of the timer, the game would be better.. and all that would change is that an annoying factor that does nothing whatsoever but annoy the player would be gone.
period.
As someone with major cognitive issues, I agree. I need to relax but the timer makes it too difficult. It seems there are quite a few people who don't feel that way though.
If my brain actually worked I would have loved to make a game from this genre without a timer...
Yeah well my brain works fine and is very fast (IMO gold, memory olympiads, etc.)
And my point isn't that the timer makes anything difficult.
It's just stupid and unnecessary.
I agree with "unnecessary" but disagree with "stupid". Without the timer it can become a boring idle game if the dev isn't careful. might not be the right words... Without a timer people could sit on the gameplay screen for a long time and then get upset when they find out they hardly made any progress because they needed upgrades they could have afforded seconds into the gameplay session. I think having an indicator on the gameplay screen telling you have many upgrades the player can purchase could fix that issue. My preferred method is actually having upgrades available from the gameplay screen rather than having to restart each time you want to upgrade.
that is my preferred way as well and I think it's the better way. the notion of "runs" is cute. but when it's tacked on to just *make* it that way.. then it feels arbitrary.
i think your brain is really, really slow tbh. the timer is fine for normal people
Lol. So you have an inferiority complex about really smart people like me. I got you to *jerk* out that rage response so easily haha
Ooh lol. I know you. I'm going to expose you on /r/incremental_games and on our Discord as an angry little ragebro
LOL go ahead, tell all your friends how mean i was to you
so, when were you planning to publicly expose me? im still waiting with baited breath.
Fun game with a neat framing device. My only complaint is that it doesn't feel like there's a lot of options when it comes to upgrading; large portions of the upgrade 'tree' are one long line where you just buy one upgrade after another without a lot of decision making.
I'm glad you liked it and thank you for the feedback! I agree, the current upgrade tree is quite linear. In future builds I'm planning on increasing the variety and giving the players more choices during each stage
Finished it in Oprea GX, I did notice there were a couple of upgrades that didn't seem to work, or they weren't worded right, rain cloud, and sprinkler ones in particular. Other than that, it went smoothly.
Thank you for the feedback. When you bought those upgrades, did you see the rain cloud or sprinklers appear in all future runs? Or are you referring to the upgraded watering amount/area size?
It just didn't put them on the field. I only noticed long after I bought the upgrades though. And only because I reread the upgrade description.
Completed the demo in Firefox browser, on Mac, with no issues. Really cute color scheme and sprites, the very last part of the demo was kind of hilariously ominous.
My only suggestion / request is maybe making the non-player dashed circles either a slightly different color or slightly lower opacity than the player / mouse circle? When I crossed over a rain or sprinkler circle I kept losing my circle, especially when three or more overlapped.
Also, the music is gorgeous. Is there somewhere we can download it?
I'm glad you liked it! Thank you for the feedback, I'll definitely change the non-player dashed circles to make them blend into the background a bit more.
Regarding the music, the two songs were created by xethrocc and can be found here: https://pixabay.com/users/xethrocc-12734491/
Very fun! Since some are saying it doesn't work on their browser, I thought it might be helpful for you to know I beat the whole demo on Chrome 12/7/25 and had no issues.
I'm glad you liked it and thank you for confirming there were no issues during your playthrough!
the game freezes every time I try to upgrad
same here!
I also have that issue.
Device: Mac, Browser: Chrome
Could have something to do with the Screen change. It flashes and then freezes. Strangely when selecting Fullscreen and the freeze occurs, pressing escape and going back to Windowed lets you go to the upgrade menu. Probably because it refreshes the screen. You'd have to do that every time though.
Thank you for that additional detail. I have pushed an update which I believe should fix the issue.
Thank you. Problem fixed.
Fun incremental! Really enjoyed it. Will be wishlisting this for the full release.
I'm glad you liked it!
the browser version doesn't work. it says the .pck file might be missing? im on chrome
im on Edge now and...
we also LOVE a tree that wastes no space
I'm glad you managed to get it to work. I hope you liked it!
Quaint little game, froze at one point fairly early on (nothing I particularly did) but yeah, good luck and thanks for putting this little free version out there
Just finished the Demo! I really liked it :)
had no bugs or anything else to report :)
I'm glad you liked it! Thank you for the feedback :)
It's a nice take on the incremental genre. I only played for a few minutes though because I found the cursor to be infuriating. It's much slower than my actual mouse cursor and seems to have some kind of acceleration. It feels really clunky, as I would want it to simply follow my mouse 1:1.
Thank you for the feedback. I've updated it so the mouse is now a lot more responsive.
It's much better now, thank you. Didn't have any issues with crashes or the upgrade screen like others.
So I just played through the demo and it was fun while it lasted. From what I can tell at the moment, I don't think simply adding more upgrades would be enough to make me buy the full game though.
My main issue is that the game doesn't change at all from the very first run to the last. You always just water the largest area, flowers have no special properties and are just stronger versions of the default one, and the upgrades are a bit uninspired. By the end of the demo the gameplay loop had already outstayed its welcome. Which is why I think the game needs additional mechanics to make it more engaging. Games like 'Keep on Mining', 'Digseum' and 'Nodebuster' have extra systems inside as well as outside the game, that make you feel like you're actually progressing. If the rest of the game is simply "get new flower with x3 more money, get +1 thing that waters an area by itself and slightly upgrade your area and speed while you keep on hovering over the largest area for hours", then that's simply not enough for me.
The basic loop is good though. It's just that the game isn't doing much with it at this point. I still wishlisted it, because I think there's potential here.
By the way, I think the Fertilizer kind of destroys the game's aesthetic. Feels very out of place and the mechanic also feels really weak.
Really helpful feedback! I appreciate it.
I agree, the current build does little to distinguish the flowers apart from each other. My current thinking is that I'll add an upgrade that grants a chance to get a special version of the seed which will add a buff when it's collected. E.g. a special version of the Vine will shoot out to random seeds on the board and instantly collect them. Or a special Sunflower will create additional sunflowers surrounding it.
I will look into adding more meta progression systems as well.
Thank you for the feedback regarding the fertilizer aesthetic.
the upgrades screen is broken, i cant go to it, it just crashes the game.
Thank you for the feedback. Does this happen every time? I haven't been able to replicate this, but I will look into it
yes. if it helps im on mac and the web version.
me too :(
I have pushed an update which I believe should fix the issue.