Plantoid

A revolutionary farm game with the cutest creatures you've ever seen!

Build a glorious city of your own! Produce crops, feed creatures, recycle waste and trade with other cities!

FIND PLANTOID ON STORES

plantoid-icon PLANTOID

OBJECTIVE

Our main purpose is to create a sustainable environment in our asteroid. To achieve this, we can do farming such as producing corn, potato, wheat etc. which enables us to develop our city. The city will produce waste over time and wastes will have to be recycled to produce energy. Produced energy will be used for upgrading creatures, trading and so on.

Theme: Modern farming and creature care

Core Mechanic: Farming, producing energy, collecting resources and creatures

Player Feeling: Ambition, caring, happy

ASTEROIDS (BASE PLANET)

  • You will have a base asteroid that they can farm, produce energy, and develop their cities.
  • The main purpose is to create a sustainable city with producing crops and recycling outcoming wastes to create energy.
  • You can generate energy from:

Recyclable Wastes: They will be collected from the wastes of the city.

Casual games are a bit higher level than hyper-casual games and more complex to it.  Some of the popular games on mobile could be defined as casual games. They have tutorial mechanics but not to be professional to play these games. Casual games could be on pc or phone. They need more time to learn about the hyper-casual game and their mechanic and leveling can be said longer than hyper-casual games.  Makemake creative studio is proud to be a publisher also casual games which we can think of PLANTOID game as an example.

Casual games are similar to build games or tycoon games and generally one scene creating and improving the character of items. Therefore it is different than hardcore or single-player complex games. Farmville is part of an example of casual games. The difference between complex multi-player and casual games is casuals have simpler characters and scenes and the mechanical purpose of the games can be understood more clearly.

To play a casual game a mouse action can be only necessary sometimes both keyboard and mouse actions. The mechanical actions and systems of the casual game are not designed for hardly understanding and there can be guides whilst playing the casual game. When we look at these games, graphics are more complex than hyper-casual and scene passages are also more grift than simple hyper-casual games.

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