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alyniix

8
Posts
A member registered Mar 10, 2025

Creator of

Recent community posts

This was a fun demo to play! I really enjoyed bouncing around the different platforms with the character, even if I was a bit lost at the start. For the most part, the game makes sense, but I was a lost as to what the true goal was we were searching for, only to understand via the video. I'm sure that'll be fixed with the inclusion of art assets and a more fleshed out game, though. Good luck with the next phase, and I look forward to playing it in full!

You've definitely got an cool concept here, but as other's have pointed out the scope of having multiple minigames as well as a pretty underdeveloped demo, it's definitely worrisome for where the game will end up towards the end of the jam, especially with only a two week production phase. It might be best to chop down to a minigame or two. Good luck to you all!

Really really cool spin on the topic you've got here, it's definitely subtle, but in a good way--took me a second to understand the correlation. The main two worries for me were the character vs background art, which people have already dwelled into, but also the scope needed for this project. In order to change a place, the player would theoretically need to spend a lot of time in said place, which means having to entertain the player for an extended amount of time. That means lot of options for dialogue and interesting connection, as well as anything else that happens inside of this town. Nonetheless, excited to see how this game turns out and good luck!

I really love this concept, and it's also pretty similar to ours which is cool to see how we both landed with similarities, but obvious differences too. Big fan of all of the different flower mechanics you've gone with here, the fire plant is really neat especially. The one thing for me was that I was very confused on what plants were for what purpose playing the game itself, but the video definitely helped to clear this up. It looks as though you've already planned this, but having an unlock system with the plant types would totally help in this instance. Can't wait to see it done!!

Playing with how war affects the environment is such a neat and important topic to handle, and I'm excited to see how you all handle it! The scope definitely read in check, and the additional breakdown of items feels totally manageable. It's clear that the goal is realism, and the mechanics feel like they feed into it. The one thing that stood out to me was there's a lot of story intermixed, so will there be enough time to handle the core gameplay loop while keeping it engaging the whole time? Either way excited to see it finished!

This is clearly a very thought-out concept, and the scope and process to finish all feel very in line. I really like the additional steps that the players will take to fully care for the plants as, like you said, most games don't really cover much else besides plant, water, fertilize. The concept as a whole is very environmentally worked out, and I'm interested to see how you expand that to a more alien feel!

As it stands now, it's hard to visualize the full idea behind the game, but there's always a lot of room for ideation and growth with tycoon-style games. There's clear motives--get money and build yourself up--but it's hard to tell if there's an actual possible ending or if the idea is just 'get as much as possible.' At current stance, it's hard to read for much of any environmental implications aside from 'repair the Earth.' It might be interesting to have as the Earth repairs there's a more of an impact/reward for the player whether it be in level ups or something else. But there's a solid foundation here that just needs some kinks to be worked out. 

It's clear that the narrative of this game is the thing that has been though out the most. It's rich and elaborate, and communicates the dynamic with Nao and the world around them well via the players actions. From an artistic standpoint as well, this game sounds beautiful. Mechanically speaking though, it feels like the players actions don't hold a ton of weight. It really feels like the most interactive part of the game is the walk, rhythm game but the rest just feels like 'here's what happened *because* of this walk.' Outside of that, it doesn't read like there's much of anything else the player can control. 

As with others, scope sounds like a big challenge to keep under-wraps. Because of the way you have designed the narrative, there sounds like so many moving parts, and adding several different camera POVs will only create more work. It might prove the project well to really hammer down the rhythm game mechanics first, make sure they're fun and engaging for the player, and then focus on the narrative.