Cookie Crumble - Screenshot / Key art

Leaf It To Me

Genre: Puzzle / Management
Engine: Unreal Engine
Jahr: 2025
Rolle: Programmer / Artist

Short Description

Leaf It To Me is a top-down management game in which the player is tested as a plant caretaker: the goal is to keep 20 living plants alive at the same time by meeting their light, neighborhood, and supply requirements (water, fertilizer, dusting, pest control) in time. It is a supply-management game under time pressure.

Background

Developed for Shovel Jam 2025 (July 11, 2025 – July 21, 2025). Team: 4 people — me (initially primarily an artist, later also a programmer), one additional artist (character meshes & textures), and two programmers (polish/support/grid system). My goal in taking part was both to test my artistic talent and to create a short, fun prototype with a strong focus on a varied gameplay loop.

Gameplay

  • The player manages a room divided into a grid; each grid slot has a specific light intensity (depending on how close it is to the windows).
  • Every 30 seconds, random NPCs appear at the fence and offer the player plants (a small text UI explains the requirements of each plant).
  • Plants have requirements: the correct light level, placement compatibility (some plants cannot be placed next to certain others), and periodically recurring needs (water, fertilizer, dusting, pest control).
  • By interacting with a plant while a tool is equipped, the plant’s corresponding needs are fulfilled (watering can -> water the plant; fertilizer -> fix nutrient deficiency; pesticide -> pest control; feather duster -> dusting).
  • Withered plants can be thrown into the trash can; once the trash can is full, its contents must be taken to the compost before it can be used again.
  • Plants grant buffs (e.g. movement speed, a larger watering can, a larger trash can).
  • Lose condition: more than half of the currently existing plants wither → Game Over. The goal is to keep 20 plants alive at the same time.
Screenshot: Gameplay Übersicht
Screenshot: Level-Layout (übersicht)

- Development & Technology -

Technical Details

  • Engine: Unreal Engine (Blueprints / Visual Scripting)
  • Source Control: GitHub
  • Team: 4 people (dual role profile: artist → later additional gameplay programmer)
  • Plant requirements are fulfilled through interaction with equipped tools: watering can (water), fertilizer (nutrient deficiency), feather duster (dust), pesticide (pest infestation).
  • Development time: July 11, 2025 – July 21, 2025 (jam phase)
  • Assets: all 3D models created entirely by me (Blender: modeled, textured, animated) — focus on performance and a low poly count
  • Status: Jam prototype

Features

Plants

Pickup: Mouse

Biter Plant

- Light requirement: shady

- Neighborhood incompatibility: Green Plant

Verleiht dem Spieler einen Geschwindigkeits-Bonus.
Pickup: Cheese

Green Plant

- Light requirement: partial shade.

- Neighborhood incompatibility: Yellow Plant

Verleiht der Gießkanne des Spielers einen Größe-Bonus(Mehr Wasser).
Pickup: Mouse

Yellow Plant

- Light requirement: sunny

- Neighborhood incompatibility: Biter Plant

Verleiht dem Mülleimer des Spieler einen Größe-Bonus(Mehr Müllplätze).

Tools

Pickup: Mouse

Watering Can

Allows the player to water plants. Must be refilled at the sink.

Kann durch "Grüne Pflanze"-Bonus erweitert werden!
Pickup: Mouse

Sink

Interact while the watering can is equipped -> the watering can is refilled

Pickup: Cheese

Fertilizer

Restores a plant’s nutrient needs.

Pickup: Mouse

Pesticide

Fights plant pests

Pickup: Mouse

Trash Can

Interact while equipped with a withered plant -> the plant is discarded. Must be emptied when full. (Equip the trash bag and interact with the compost)

Kann durch "Gelbe-Pflanze"-Bonus erweitert werden!
Pickup: Mouse

Trash Bag

Interact with the full trash can while no item is equipped -> the trash bag is equipped. It must be disposed of at the compost.

Pickup: Mouse

Compost

Interact while the trash bag is equipped -> the trash is disposed of. The compost never fills up.

Challenge → Solution Approach

  • Challenge: completing the planned full gameplay loop within the jam time; before that, my role had been primarily artistic.
  • ->Solution: After a few days, I switched to programming and prioritized implementing the core systems: tool interactions (F), timer logic for plant requirements, NPCs, UI, and win/lose conditions. This made the loop playable, even though there was still unfortunately little time left for balancing and QA.
  • Challenge: performance risks due to many assets.
  • ->Solution: I modeled all 3D assets myself (Blender). Focus on performance through a low poly count.

Learnings

  • Role flexibility is valuable: artistic skills helped with quickly creating the 3D models, and later switching to gameplay programming made the loop playable at all.
  • Early playtesting / balancing is essential — the lack of playtesting time led to plants withering too quickly and the difficulty being too high.
  • Prioritization: quick gameplay essentials (interaction, timers, tools, NPCs) secure the playable core.

Art

  • Creating 3D meshes for: plants, tools, environment (Blender)
  • Creating animations for: characters, plants (water shortage -> leaves droop) (Blender)
  • Creating textures for: simple meshes (Blender)
Screenshot: Gameplay Übersicht
Screenshot: Level-Layout (übersicht)

Plants

Pickup: Mouse

Biter Plant

Mesh created by me: Yes

Textur von mir erstellt: Nein
Pickup: Cheese

Aloe Vera

Mesh created by me: Yes

Textur von mir erstellt: Ja
Pickup: Cheese

Black Flower

Mesh created by me: Yes

Textur von mir erstellt: Ja
Pickup: Cheese

Dieffenbachia

Mesh created by me: Yes

Textur von mir erstellt: Ja
Pickup: Cheese

Cactus

Mesh created by me: Yes

Textur von mir erstellt: Ja

Tools

Pickup: Mouse

Compost

Mesh created by me: Yes

Textur von mir erstellt: Ja
Pickup: Cheese

Guidebook

Mesh created by me: Yes

Textur von mir erstellt: Ja
Pickup: Cheese

Trash Bag

Mesh created by me: Yes

Textur von mir erstellt: Ja
Pickup: Cheese

Gift

Mesh created by me: Yes

Textur von mir erstellt: Ja
Pickup: Cheese

Fertilizer

Mesh created by me: Yes

Textur von mir erstellt: Ja
Pickup: Cheese

Watering Can

Mesh created by me: Yes

Textur von mir erstellt: Ja
Pickup: Cheese

Trash Can

Mesh created by me: Yes

Textur von mir erstellt: Ja
Pickup: Cheese

Sink

Mesh created by me: Yes

Textur von mir erstellt: Nein
Pickup: Cheese

Radio

Mesh created by me: Yes

Textur von mir erstellt: Nein
Pickup: Cheese

Trash Bag Roll

Mesh created by me: Yes

Textur von mir erstellt: Ja

Umgebung

Pickup: Mouse

Fences

Mesh created by me: Yes

Textur von mir erstellt: Ja
Pickup: Cheese

Tables

Mesh created by me: Yes

Textur von mir erstellt: Nein
Pickup: Cheese

Trees

Mesh created by me: Yes

Textur von mir erstellt: Ja

Animations

Pickup: Mouse

Walking

Pickup: Cheese

Giving a Plant

Downloads / Links

←View "Leaf It To Me" on itch.io

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