0.1.2


Revamped progression as a whole: 

Plants stats scale in a more meaningful way; specials have more oomph even from the beginning, and it takes time to unlock later tiers

Platforms are now gained as you unlock higher tiers of plants

Introduced occult:

Hexing allows you to convert plants into their dark counterparts, with increased stats and either an upgraded or entirely new special

Summoning (not in the game yet, coming next update) lets you summon unique plants you can only have a certain number of, summoning a plant requires a number of plants with different requirements: either a certain stat total, tier, special combo, etc

Revamped fusion to always target the left plant and the risk/reward coming from investing the plant on the right and the left one having a chance to gain 'instability', which gives it a chance to be destroyed when fused

Introduced a lot of new and interesting specials such as:

Gain x% of speed as value and vice versa, speed/value per rank/lvl, giving growth to nearby plants, buffing the next special

With a new system of 'conditions' that either require certain conditions to be fulfilled or scale with each fulfilled condition

Lab is a bit more interesting now with chip stats now having rarities and being able to reroll the tiers of all stats on a chip

The loop is now: try to get as many good stats on a chip as you can, with high rarities and of the types you want, then reroll the tiers until you get something you're happy with

Polished a lot of aspects of the game, haven't been writing down everything so it's a mystery

Future content:

Summoning

Expansion of bio, with the ability to manipulate specials like increasing their range or increasing/decreasing the scaling

A challenges screen that rewards you for completing challenges such as:

Earn x essence within y harvests/time

Get to tier x plant within y harvests/time

Grow challenge plant to x tier within y time

Get Agricultural Evolution

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