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That said I've been both quite ill and working a Massive new project and so I've kind of put IPG updates on hold but there's a lot of stuff I wouldn't mind revisiting and changing, the vague list being:
Finally adding a tutorial
Fixing balancing
Adding the original second planned map (Trees)
Getting more unique art from FlyThruTheChaos and adding those in for the remaining plants
Adding the Row bonuses
There are a lot of things but IPG was really a bit of a learning project for me so I could learn about making a game in this framework before I started work on Squalls of Northspire but pretty much everything has been put on hold for health reasons at the moment.
Once I got done with making a column of moss on the map, I was really disappointed when I moved over a column and completely lost the full column effect. I assumed that end game would look like just completely filling in the map with each row of plants, so you can get every column effect at the same time (speeding of gameplay significantly but probably not ruining the fun factor). I quickly stopped playing after realizing it wasn't going to play out like that; the feeling of having my speed of progression suddenly drop from ^2 to x20 (if I remember correctly) was very, very noticeable and demotivating. If you did follow the route of allowing full column bonuses to be active regardless of where the player is, I think it would open up more possibilities for future progression (like maybe full forests or something).
Anyhow, I guess my main point is that playing through the game over and over again with the meager bonuses from nearby map tiles gets boring very quickly.