Sounds cool and well thought out! How many different evil dead enemies will you design, and will they have different attack patterns? Looking for collectable curiosities or saving sea life sounds like a nice way to mix up the gameplay a little, if time permits I might suggest not cutting both? When a player finishes the game, what do you want them to take away from it, and how will you make sure that they do? Is there anything I can do to help fight eutrophication, and is there anything you can put in the game to make me want to look into that more? I like the aesthetic, which fits great with the gameplay you describe, and seems like it will make the game instantly recognisable for the kind of game it is, nice!
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Thank you for your comment. Looking at others docs, seems like mine is lightweight so didn't go into too many details.
For enemies, I would like around 4 to 5 different ones with different attack patterns to mix up various cases. However, a call to action is complicated for the average person as this is mostly to do with farming and fertilizer. Will try to come up with something to emphazise it more.
Will also try to keep the collectibles last on the chopping block since I was thinking the same thing on gameplay vatiety. Constant fighting would get exhausting so it would be nice to take it slow and explore around too.