Its winter in Primrows!
Coming back to work from a four day weekend, the dev team was greeted by the winter theme which will show up every year on December 1. Hopefully this vibrant winter backyard puts you in the mood to curl up with your fluffiest blankets, a cup of hot cocoa, and a game of Primrows.
Quality of life features
Were currently in that long tail of the development where were trying to get all of those nice little quality of life features in place before launch. The biggest addition from the past two weeks is a save and resume feature, so if you need to put Primrows down at any point, youll be able to pick up where you left off the next time you play.
Flower Sneak Peek
Heres a little taste of a feature well be announcing coming up. Our artist is working on these fun special flowers like hearts, lilies, and lotuses. In good time well reveal to you what these are for. We think youll have fun with them!
[ 2024-12-18 23:55:29 CET ] [ Original post ]
Primrows has two main play modes: quickplay and journal play. If you tried out our demo during Steam Next Fest, or met us in-person at GDEX, quickplay was the first thing you were introduced to, but it wasnt the first thing we developed.
The first mode we madethe only mode that existed in the classic 2010 versionwas journal play.
We love journal play, but it caused a lot of issues with onboarding. So for the remake, we set out to add a quickplay mode with three goals in mind:
Easier to learn
Journal play gives Primrows an extra layer of strategic depth, but those extra layers proved challenging for newcomers. Players barely had a chance to get used to the dynamics of pruning and watering before a scorecard would swoop in and ask them to consider a whole new facet of the strategy. We needed to build a ladder to help players climb over that wall. By pulling the scorecard completely out of the equation, we gave the player space to get familiar with the garden first. Once we introduced quickplay to our onboarding, players who went on to discover journal mode often found the extra layer to be a helpful focus instead of an intimidating obstacle.
Quicker to play
Primrows takes a lot of inspiration from board games and dice games, and because of this, journal play has inherited much of the pacing of a board game. Although this is great for when youve got the time to kick back and relax and really get engrossed in the game, we also wanted something for players who wanted something more bite-sized. A three-round format compared to the ten-round journal play struck a nice balance. Its a snappy play style that fits neatly into a coffee break, but having three rounds instead of just one makes for an experience where a players skill gets to shine through more than the whims of a random number generator.
Stands on its own
Introductory mode doesnt need to mean easy mode. It was important to us that quick play would be something that stood on its own alongside journal play instead of being something that players outgrew after a week. Although quickplay is easier for a new player to pick up compared to journal play, many players find it harder to master. Where journal play lets the player get a good score by focusing on one thing at a time, getting the highest ranks in quickplay requires you to consider the entire garden at once.
While watching playtesters, we would see them get a better understanding of the game during journal mode, and then be able to take those new skills back to quickplay to try for higher scores. We hope youll find the two separate modes to act like a pair of walls you can bounce back and forth off of and propel yourself ever upwards.
[ 2024-11-21 22:22:48 CET ] [ Original post ]
Accessibility settings are great, but you know whats one step better? When accessibility is always on, baked into the design of a game from the start. Nobody wants to have to stop the tutorial during the first step to go frantically searching for accessibility features.
Since the flowers are the most important elements of the Primrows game board, our goal from the beginning was to come up with a set of flowers whose colors and shapes would remain distinct for as wide a range of vision accessibility needs as possible.
But Ive already gotten ahead of myself here, because the choice to use flowers was in itself an accessibility choice.
Heres a re-creation of the very first prototype for the game that would evolve into Primrows 2010, which leaned heavily on the games Sudoku roots:
A perfectly utilitarian option, but beyond just lacking character, it demands a certain level of literacy. And even though you arent doing any actual calculations with these numbers in Primrows (or in Sudoku, for that matter), a lot of people with discalculia or a general aversion to math find this style to be its own barrier to entry. Abandoning this design turned out to be the right call for several reasons.
(And for those people who do find numbers to be the best way to distinguish the different flowers, we incorporated the numbers one through five in the design of the flowers. Can you spot them?)
Since we knew relying on color alone to distinguish flowers wasnt going to be an option, Susan made sure all the shapes of the flower had as much shape contrast as possible -- some tall, some wide, some round, some pointy. Among other things, the suits of a deck of playing cards served as a bit of inspiration.
During this phase, Cathy spent a good amount of time looking at her monitor with her glasses off at various distances and once we had a final design, we made sure to seek out playtesters with low vision to check our work.
Choosing the colors took a lot of effort, and we spent a lot of time looking at different color options in color blindness simulators to try and find a set of colors that had contrast across a wide range of color vision deficiencies, while still maintaining stylistic consistency. On the left is an early color palette, and on the right is the revised version that made it into the final version.
Of course, simulators are no substitute for testing accessibility with real humans, so we made efforts to recruit playtesters with various types of colorblindness. These tests are what revealed to us that, while players were able to distinguish the different types of flower from each other, there were some issues distinguishing the flowers from the game board, and we needed at least a little bit of a shadow behind the flowers to help players out.
In addition to what weve done with the flowers, weve also been using tools to ensure our UI elements meet minimum contrast requirements -- and I havent even touched on the things we took into consideration for motor accessibility, or the way every sound in the game has a companion animation cue.
We do hope our efforts have contributed to a game that most people will be able to enjoy!
[ 2024-10-24 17:49:32 CET ] [ Original post ]
Join Cathy, Susan, and Kitt, three of the people behind Primrows, for our special developer stream for Steam Next Fest! We'll be introducing you to the world of Primrows, showing you how to play, and answering some of the questions collected from our social media followers and Discord server.
[ 2024-10-14 17:00:23 CET ] [ Original post ]
Primrows isnt a match-three. In fact, some of our playtesters described it as the opposite of a match-three. But lets be honest with ourselves: to someone window-shopping through the Steam Store, the game looks like it might be a match-three at a glance. Colorful shapes on a grid? Seems to fit the pattern, right? Because of this surface-level similarity, we wanted to make sure that this game would appeal to the kind of audience that loves that sort of game.
To explain how we approached this challenge, let me first introduce the stars of Primrows: the flowers!
Sometimes theyre happy, sometimes theyre sleepy, sometimes theyre a little bit startled. These emotions arent just there to liven up the mood, they convey important hints to the player!
When you first plant a garden, every flower will either be happy or sleepy. Happy flowers score, sleepy flowers dont.
The emotion in between the two the perked up state provides key feedback during the next step.
Once youve grown your garden, you get two chances to prune your garden to grow more happy flowers. Even though the rules are simple to explain flowers are happy when they are one-of-a-kind in their row, column, and quadrant they take time for new players to really get used to.
Without the surprised emotion, this is what the board would look like after a bit of pruning.
Its harder to tell whether or not your decisions were good until theyre already locked in, and its too late to make any changes. Whats more, since flowers are chosen at random whenever they grow, you arent necessarily guaranteed a reward just because you made a smart move.
In this state, Primrows would play with the pacing of a board game. This would be fine for a board game, but the sort of players drawn to games made up of a grid of colorful shapes typically come to the table expecting more immediate feedback.
To provide this feedback, we introduced the middle-ground perked up expression. These are the flowers that might be happy the next time you grow flowers, depending on the roll of the dice. It highlights exactly what youre risking, and what you stand to gain.
With the perked up state, now you know at a glance that the purple flower in the left is safe, all three of the blue flowers have woken up and might score once new flowers grow in the empty spaces, and none of the light cyan flowers have any potential to score. Also, the happy yellow and pink flowers are at risk.
Importantly, you get all of this feedback before youve locked in your decisions by watering the garden again to make new flowers grow. If you want to take a less risky or more aggressive strategy, youve got time to prune and unprune.
[ 2024-09-25 19:20:41 CET ] [ Original post ]
The original Primrows came out almost fifteen years ago, and in that time weve grown as a studio and our standards have grown along with us. We chose to do a full remake of the game from the ground up to deliver a game that could show off how much weve grown in that time. Lets take a quick tour of how things have changed since 2010!
Flowers
Flowers have developed a lot more personality, while bringing forward a lot of the conceptual DNA of the classic 2010 version -- petal counts and contrasting shapes.
Youll notice theyve all got expressive faces now, too. This isnt just for show they give the player helpful cues, and well go into more details on that in the next update!
Backgrounds
The old backgrounds had more vibes than scenery. The old ones served their purpose, but the new backgrounds really manage to set the mood and give a sense of scene -- and they even maintain the changing seasons from the original
Holidays
Holidays were a purely cosmetic part of Primrows 2010. Special flowers had their own graphics but functioned the same as any other flower. In the remake, holidays will make a return as part of our weekly challenges, but this time, new flowers come with special rules to keep the challenge fresh.
And more Compared to the bare-bones animations and complete lack of sound effects from the original, weve added a delightful set of animations as you water, prune, and harvest your garden, plus an ambient soundscape that you can get lost in as you play.
[ 2024-08-25 16:59:12 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
With an ambient soundscape as well as seasonal, earthy and organic artwork, Primrows invites you to get lost in its cozy surroundings, while immersing yourself in mindful gameplay. Intentionally designed and thoughtfully crafted, Primrows has no time pressure, allowing you to mindfully and strategically make pruning choices.
Curl up and indulge in the meditative landscape while enjoying the whimsically puzzling adventure.
Grow Your One of a Kind Garden
Grow, prune, and cultivate your garden plots to create your unique garden. Tap into your logic skills as you rely on pattern recognition, chance, luck, and probability to and probability to uncover what garden patterns emerge, and watch your garden flourish!
The goal of Primrows is to ensure each garden has no two of the same flowers in any row, column, or quadrant. Prune flowers that don’t fit the pattern, water and grow new flowers in your garden to explore different strategies and take on new challenges presented in each round. It may sound simple, but flowers grow at random and you’ll have to balance strategy with thoughtful considerations of risk and reward.
With a high skill ceiling and plenty of depth, Primrows offers a challenging yet serene and digestible experience.
Fresh Ways to Play with Weekly Challenges
Primrows offers both a Quick Play mode and a Journal Mode to best match your playstyle, mood, and time constraints. Quick Play mode is a snappy gameplay experience where you harvest as many points as you can using your strategic reasoning skills to lead you to success. The more advanced Journal Mode provides extended play and challenges you to earn points for accomplishing specific criteria in your garden.
To keep the gameplay fresh and ever-growing, there are new Weekly Challenges that involve special flowers, flowers that can only bloom in specific tiles, tiles worth special points, and so much more.
Combining familiar mechanics in new and unexpected ways for an unmatched gameplay experience, Primrows allows you to refine and hone your strategy, while mastering your skills and enjoying an outdoor escape.
Features
• Cultivate your garden in a serene landscape
• Thoughtfully balance probability, chance, and pattern recognition at your own pace
• Indulge in Quick Play or Journal mode to match your desired playstyle
•Ambient soundtrack and handcrafted artwork that revolve seasonally
• Infinitely replayable
• Provides a suitable challenge for all skill levels
• Proudly provides accessibility for color blindness, low vision and motor skill needs
[ 6138 ]
[ 3464 ]