- -Engagement – How compelling, engaging, fun, or challenging is the game? Do you want to play more?
- Game is very fun and the characters feel very real to interact with, and I definitely want to see how the game addresses how policymakers try to balance budget with the public favor.
- -Gameplay – Are the game mechanics, gameplay loop, and player interactions clear, cohesive, and effective?
- The gameplay loop and player interactions are very clear and effective at getting the point of the game across. Even if it’s not huger, the small things still matter.
- -Aesthetic – How cohesive are the visual, audio, and/or narrative decisions for this game? Does it it have a strong and distinct creative identity?
- The game in my opinion has a VERY strong creative identity with the music and visual style, that matches pretty well with the narrative of the game. If I had to point out one thing, I’d say that I’d like to see the visuals of the map and individual areas change depending on favorability, or another secret score like cimate health, as I noticed on my second and third playthroughs that, regardless of what I did, the flowers in the garden still grew, even when I made very unfavorable climate and policy decisions. It also felt that the decisions I was making that were seemingly having a real impact on the environment narratively were not being reflected in the changing environment, particularly on the beach, where it was the most present. Other than that, the aesthetic of the game is really good, just needs a little work on interactivity.
- -Impact – Is the project effective in communicating postive solutions and a focused call to action?
- Love the idea that even if there aren’t huge changes being done, it’s the small stuff that counts towards helping the environment, and also the focus on a local lawmaker instead of a congressperson or federal agent really hits home the idea that small, local changes can really help a community.
- -Synergy – Do the game mechanics and artistic decisions support and enhance the project's intended theme and call to action?
- The call to action is fully supported by the gameplay loop, as the mayor makes very important changes throughout the story of the game depending on the decisions of the player, and through the favorability (and presumably also the flower in the garden), the effects of those changes, no matter how small, can be seen.
- -Releasability – Does this project look and feel complete? Does it seem ready to be released?
- Before release I would definitely recommend adding a bit more to the overall story and maybe an ending (or two if you’re feeling plucky), and also the previously mentioned visual changes in the environment depending on the player’s decisions throughout the game. Other than that, I’d say this is definitely something that feels very close to complete.