The way human infrastructure lessens the players ability to plant and how the towers grow each round naturally really drove home the combination of the theme and the gameplay. I hope there is some cute story beats in between levels to push the narrative fowards. Excited for more :)
Cepter
Creator of
Recent community posts
There a plenty of concrete ideas here that look like they will be interesting to explore and play with, however a game like this needs a lot of implementation to be fun and I fear that with your team size it might be hard to accomplish it without serious crunching. The aesthetic does still feel up in the air at the moment and I hope you can settle on something to help with asset creation.
Fantastic, the TTRPG angle gives this game a lot of ideological sway over the players because of how intimate a player has to be to properly interact with the system. One thing to keep an eye on is scope and playtesting. These systems are hard to make, let alone make fun. If you can handle that within the time of the jam then this will be great!
Mostly no notes, the document is comprehensive and your ideas are strong. One thing to to keep in mind is making sure that your scope creep is kept in check, this team seems to have a lot of good ideas but it would be best to focus on the most important ones first and making those exist before considering the fluff. For example, I like the myriad of seeds you have listed with all of the effects and uses, but implementation for all of them might prove to be a lot if you end without the time.
Everything overall is pretty alright. The only thing that I would work on is having something innovative in your game to help push it towards a unique audience, increase impact and just make it stand out more. You have a lot of things that "games should have" but there doesn't really seem to be any identity for this game.
If you're goal is to make a game for general audiences and mass appeal then you have gold here. But if you want to have something more impactful and narratively I would focus on fleshing out a backstory and perhaps giving the planting system enough depth to make players consider other impacts that plants have other than just atmosphere scrubbing.
Bloomcatchers is looking to be something akin to Math Blasters in almost every aspect. I'm specifically excited to see what comes of the music and visual direction for this project due to clearly listed and stylized inspirations. However, I am worried that, just like Math Blasters, this is going to be "Chocolate Covered Broccoli" where the impact and theme aren't really conveyed through the gameplay itself and rather strong-armed through the story. Still an extremely compelling concept that I'm elated to see more from :)
Overall, the proposed gameplay loop and theme are extremely weak. I would like to mostly harp on the fact that the theme of "Reduce, Reuse, Recycle" isn't even described properly in the document. This group will succeed after more research is done and stronger, more coherent ideas are put to paper.
While the use of A.I isn't forbidden in development stages, the cover art (and potentially some of the writing in the design document) clearly uses A.I and there are no disclaimers to be found. Once again, this group will go further if they enforce and craft ideas on their own. I understand that group communication has been difficult but I wouldn't let that stop you or push you to resorting to A.I for such an environmentalist project.
I would love to see a more fleshed out document that reveals your goals and ideas more clearly! Im a huge fan of the Warioware games and Mindwave was a fun experience, so I have no doubt that this theme would work for that style of game. The only thing I worry about for this team is the scope. Making a satisfying game like this requires a lot of little systems that you need to cleverly place and scale up for difficulty,
