I feel like I can fall asleep to the peaceful music in the background, the game was confusing to understand what I was doing/trying to do, the goal of the game is what I mostly didn't understand. I feel that if there was a more detailed explanation, I feel that when I understand that this will be a fun relaxing game(not saying it isn't fun) even just to mess around and listen to the ambient sounds. Keep making game, I hope to see more in the future!
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Re-Prairie's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #7 | 4.176 | 4.176 |
Authenticity (or, Creativity in use of resolution) | #43 | 4.118 | 4.118 |
Overall | #64 | 3.618 | 3.618 |
Graphics | #107 | 3.235 | 3.235 |
Gameplay | #112 | 2.941 | 2.941 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
Two themes stood out to me for this project:
Initially, "You are the environment" really helped me crystalize some ideas I had about designing a game about the prairie ecosystems of the American Midwest. I knew I didn't want to make a settler colonial game (or anything that strayed into that area), but that was sort of all I had on my notebook. Framing the game as coming from the perspective of the environment both gives it a novel, ecological spin AND led to a set of design principles. We don't care about a number going up, we only care about growth, winding around trash and getting a nice balance of flora.
As I worked the "peaceful" theme became more and more important. I really wanted a relaxed vibe that reflected some of the feeling of being in one of these landscapes. I actually had a mechanic that involved wildfires burning away tiles, but I scrapped it in order to stick with this formal queue. It helped give the project some focus.
Tools
This game was made in Unity, particularly using URP. I made all the sprites by drawing them with permanent marker, scanning them then using the drawings as guides for pixel art in Photoshop. I found sound clips from freesound.org and adjusted them with Audacity. I had some difficulty compressing my spritework down to the 16x16ish scale that I ended up settling on, but I think the results are stronger for it. The scintillating, flickering quality of the grass rhymes with real tall grass waving in the wind, but also reflects the material specificity of the tools / processes I employed.
Lessons
While the tools I was working with were all familiar, this jam really productively held me to a degree of economy that I'm not used to. Limited resolution and particularly limited screen space really meant I had to pick and choose what I captured and what information I shared with the players. I learned a lot about how to manipulate Unity's render pipelines, but these "soft" skills of information design and compositional balance feel like the bigger takeaways to me.
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