Made in a week for 7DFPS 2021

Water plants, juice fruit, climb as high as you can.

Download version is a bit better.


Controls:

move: WASD / arrow keys / left stick

look: mouse / right stick

jump: space / x / A

use tool: left click / right trigger

interact, pickup, drop: right click / left trigger

switch tool: mouse wheel / 1, 2  / shoulder buttons



All music is stream safe.

StatusReleased
PlatformsWindows, HTML5
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
Authorspinescented, dean_sick
GenreAction
Made withUnity
Tags3D, 7dfps, Controller, First-Person, nature, Singleplayer
Average sessionAbout a half-hour
InputsKeyboard, Mouse, Xbox controller, Playstation controller, Gamepad (any)

Download

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Click download now to get access to the following files:

offthevine-win64.zip 78 MB
Version 6
offthevine-win64_jamversion.zip 77 MB
Version 10

Development log

Comments

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(1 edit) (+1)

the time flies by. looked at the trophy and was surprised to see I had been playing for 40 mins! the pacing is rather slow but I suspect this was intentional and I enjoy it. the bug menace at no point seems to be a real threat, but that seems in line with their authentic bugness: something that feels overwhelmingly annoying and frustrating without the capacity of actually ending your life.

the beetles in particular were like this. most of the time you can completely ignore them, but as soon as a berry spawns you immediately have to deal with them. using the berries as a kind of honeypot was fun.

(+1)

what I really like about this game is the verticality, and the persistent evolution of space. being at the top of the world is great. the vine does a pretty good job of feeling like a live entity. the transformation from early game to endgame is significant, both mechanically and spatially--you can do more things and reach more places.

note I didn't actually finish the game--I capped out at the fourth berry. the game was beginning to feel a bit monotonous, but maybe this is what vine farming is supposed to feel like. certainly scaling in the direction of automation and uber hoses seemed like the right design choice. I could see myself growing a vine empire. definitely more than enough content for 7dfps.

(+1)

minor notes. the sounds were hilarious and I liked them a lot. the particle effects were very cool, leaning more into that vibe would be neat. I really struggled at first with the platforming--it seemed punishing in exactly the wrong kind of way until I realized the 'trick' to levitating up the vine mesh without falling is just to follow the spiral. more feedback for when your hose sucks and when it doesn't is needed. since the game doesn't seem loseable, the difficulty setting seems somewhat redundant--perhaps it should be adaptive? just rambling thoughts. I had a good time.

(+1)

What thoughtful and kind feedback! I’m really glad you enjoyed your time with it! I’m especially glad the audio made you laugh

I think a lot of the less-good things you point out are things we came to realize in the making: bugs were a late addition and didn’t get nearly as much design time (my fault specifically) and that in the end-game there’s some diminishing value to a lot of early-game activities/being on the ground at all. I think we might expand on things in the future, but it’s edifying to get this feedback.

I need to take a run through a bunch of the other 7dfps games, yours in particular looks rad as hell!

(1 edit)

Cool game!  I really love the way the water warbles around. 

Mouse sensitivity is insanely high, though.

(+1)

Thanks for playing and the feedback. I'll try to squeeze in some options at some point.