hi. this seems really cool, and i absolutely love the visual style and aesthetics of the game. i also appreciate the sense of play and engagement with the issue of complacency. the puzzle dependency chart is very helpful for me to feel like i have a sense of the maze of the puzzle and how act one of the game will function. i don't know that i have as much of an understanding of where the game is going in act two, but i very much look forward to learning more and seeing where this goes. it's a very exciting project. thanks!
brynn~
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hi. this seems like a very simple and clearly laid out concept and plan for a puzzle game that would appear to be possible to accomplish within the given time frame and collaborative team. the most exciting piece of this, for me, is the sort of nonlinear engagement of needing to double back on prior levels and open up seemingly unrelated levels. i appreciate the intentionality and hopefulness behind the idea of focusing on smaller changes and needing to nurture them. i feel like i'd need to have more visual information in order to respond meaningfully to the aesthetic elements, but i look forward to what grows from these ideas. thanks!
hi. this seems like a rather unique cross-pollination between a shooter-style type of play that i don't particularly associate with the theme of climate activism, and i can imagine that would be engaging and educational without necessarily feeling particularly moralizing. i definitely got a bit in the weeds with trying to wrap my brain around all the seeds, but it seems very detailed and thought out - and i'm sure it will be much easier to understand in a graphic setting. i appreciate the discussion at the end of particular risks or challenges, and it seems like a very strong starting point built on a concrete idea and awareness of individual and team abilities. looking forward to more. thanks!
this seems like a very clearly laid out, straightforward, and executable game. i think it would help to have some visual material beyond words for my own conceptualization. i had forgotten about the backup plan part of things, but i appreciate the sort of goals/stretch goals setup here. i suppose it seems a little on the nose to me, and as effective as the learning elements seem to be, i wonder if the game will occur kinda like a request to eat vegetables. i'm curious about the elements that could create deep engagement and how you see them pulling players in.
