▲ Recommended
6 hrs
In the brief time since FLOWER DESIGN was first released, it has blossomed into something rare. It is obvious that this DEV has a love for beauty (as well as desire to share it), and that love is what motivated him to embark on this project. But he also created something of beauty that encompasses game concepts (and even achievements now!)
When FLOWER DESIGN first launches, few components of flower arraigning are available. The player has a single pot, and very few flowers and accessory plants. The player can select a background, and the related lighting and shadows. At first, I considered that this might be a detriment for appealing to the more impatient of today’s gamers. To actually REQUIRE numerous finished arrangements to be “sold” into the game, to collect game currency in order to access more pots and plants? Would players be willing to wait, and work, to produce more elaborate arrangements, after starting off with possibilities so simple and basic?
But what the DEV has actually done is to give the arranger/player a valuable tool for understanding and appreciating this ancient art. A successful arrangement has nothing to do with the number of items, or the complexity of the finished project. While there may never be a “perfect” arrangement, an arrangement of a single flower, fern or leaf can as closely approach perfection as may an elaborate one, and that is the lesson this DEV very respectfully trusts the player to come to understand (if they don’t begin the game that way.)
Not only is the player required to start minimally (which places the focus on the positioning, color, size and contrast between each and all items), but as players collect currency from “selling” completed arrangements, each player must decide which is to be acquired next. A pot? A flower? An accessory plant? It’s rare to see a DEV take such a risk, and presume that players wish to not only experience a “game” such as this, but to “grow” as an arranger, as does the quantity of components they have access to within the game. For a DEV to create the means for a player to produce their own artistic growth, as they do the same within the game, is quite remarkable.
FLOWER DESIGN is something unusual, and in fact almost unique in computer gaming; something intended to create calm and peace, beauty and contentment. A game with no losing possible, and every attempt as a winning effort. I dare say that there will be those that may be like me; unable to create art or beauty in ANY form, that will find something creative in FLOWER DESGN that they have searched for throughout much of their lives. And for less than $2, I see no way to fail.
(DISCLOSURE: Since the release of this project the DEV has become a friend. I like to think that has nothing to do with my appreciation for his game, and in fact I acquired FLOWER DESIGN through purchase, the same as most players.)
When FLOWER DESIGN first launches, few components of flower arraigning are available. The player has a single pot, and very few flowers and accessory plants. The player can select a background, and the related lighting and shadows. At first, I considered that this might be a detriment for appealing to the more impatient of today’s gamers. To actually REQUIRE numerous finished arrangements to be “sold” into the game, to collect game currency in order to access more pots and plants? Would players be willing to wait, and work, to produce more elaborate arrangements, after starting off with possibilities so simple and basic?
But what the DEV has actually done is to give the arranger/player a valuable tool for understanding and appreciating this ancient art. A successful arrangement has nothing to do with the number of items, or the complexity of the finished project. While there may never be a “perfect” arrangement, an arrangement of a single flower, fern or leaf can as closely approach perfection as may an elaborate one, and that is the lesson this DEV very respectfully trusts the player to come to understand (if they don’t begin the game that way.)
Not only is the player required to start minimally (which places the focus on the positioning, color, size and contrast between each and all items), but as players collect currency from “selling” completed arrangements, each player must decide which is to be acquired next. A pot? A flower? An accessory plant? It’s rare to see a DEV take such a risk, and presume that players wish to not only experience a “game” such as this, but to “grow” as an arranger, as does the quantity of components they have access to within the game. For a DEV to create the means for a player to produce their own artistic growth, as they do the same within the game, is quite remarkable.
FLOWER DESIGN is something unusual, and in fact almost unique in computer gaming; something intended to create calm and peace, beauty and contentment. A game with no losing possible, and every attempt as a winning effort. I dare say that there will be those that may be like me; unable to create art or beauty in ANY form, that will find something creative in FLOWER DESGN that they have searched for throughout much of their lives. And for less than $2, I see no way to fail.
(DISCLOSURE: Since the release of this project the DEV has become a friend. I like to think that has nothing to do with my appreciation for his game, and in fact I acquired FLOWER DESIGN through purchase, the same as most players.)
46 found helpful
Steam ↗