The design doc and concept are quite clean — the dual-purpose seed mechanic (shoot vs. plant) blends combat and puzzle-solving nicely. My main concern is scale: ten seed types is a lot to fully implement in a six-week jam, so I'd suggest narrowing to your top five first and scaling up if time allows. I also really like the story you've built in — tying the invasive species plot to a corporate antagonist (Moonsanto) gives the climate theme a concrete edge that fits the 'hope over anxiety' message well