Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

In all honesty, I'm incredibly confused. The cover image, itch description, and GDD are incredibly hard to digest and understand what exactly you want your game to be about as well as what the loop is. The way AI structures its writing is most likely the culprit to this, and your GDD, as well as future submissions viewable to others, would benefit largely from it being written by people to better communicate effective, simple, and concise ideas. From what I did understand, this appears to go from a survival game to a tycoon one, which needs to be handled extremely carefully in order for the themes to not entirely go against that of the jam. For the gameplay loop, actions are listed, but not how they're done, making what the player actually does mechanically to be left ambiguous. Also, even with AI assistance, I don't believe that what's being proposed is feasible within 6 weeks. Just the section talking about how a "one year crisis is divided into 24 strategic moves. Each move is 15 days, and in each move Tyler has a hard ceiling of 24 Capacity Units of stamina to spend." is an incredibly ambitious undertaking from a technical level, so I'd be wary of that.

This comment is really unnecessarily harsh. Their GDD made perfect sense to me upon the first reading. Your criticisms seem to be based on misunderstanding, e.g., dividing the year into 24 half-months, and giving the player a certain amount of stamina during each time period would be trivial to code. And the game doesn't go from a survival game to a tycoon game, the actions just become more powerful. I grade a lot of papers with my job and I don't see evidence of AI writing. These are cool ideas that are well-reasoned. 

Let's be more supportive of our fellow jammers and give them the benefit of the doubt if you don't understand something! Or just ask if you need clarification about parts of their submissions!