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haslurianExplorer

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A member registered Sep 18, 2020 · View creator page →

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Yes!! This is great! The platforming is fun by itself, and the gameplay loop is easy to understand. Adding a few enemies, specially to the daylight section will improve the experience for sure. You can just wait out the daylight part if you find the seed fast so there isn't much challenge. However, it's really great that you have the main gameplay loop sorted out.

 Right now, you can get lucky and get an Araçá seed without much effort from your side. Even planting one Juçara might do the trick.I suppose you can either make fixed spawn points or have the random spawn points be higher. I would make the daylight part be "taller" and the night part be really submerged. This way the location of Araçá seeds will make the player explore and use two or more of the Juçara seeds. What you want is that the player not being able to locate the Araçá easily without using the Juçara platforms. A bigger and more submerged night place might requiere for you to increase the timer, but I think a lot of this comes back to playtesting and iteration.

Valeu e abraços from Argentina! I'm looking forward your next releases.

I really like the realistic vibes it has. It seems really well thought out! As a fellow companion has mentioned, the Papers Please vibes are really strong. I think both the gameplay and the aesthetic alongside the narrative presented here synergies really well with the call to action. It's both informative and interesting. I would like to see a clearer vision of your production plan and how much "days" will go by until the botanist returns. This might indicate your scope better.

 I'm guessing that as you introduce invasive plants, the botanist tells you about how they are seeing them all over through their trips. I really get the vibe of "chaotic" decisions locking you into "bad" endings. I love the idea of the hopeful future you imagined for the game, where society wants to be sustainable and work alongside nature. I think the impact of showing the players how a sustainable future would be like, where everyone actively works with their communities to care about the space they live in is a very powerful thing.

Best of luck and I'm really excited for this!

I think the art department has a really clear direction in which they are taking the game. I feel the game has a lot of potential for being a vampire survivors' kind of game but instead of enemies the player grows crops/plants to fight the environment. However, I find it quite difficult to envision the game in some instances. How many weathers, enemies and crops do the game has? Are there stages like you got time to prep or is always nonstop fighting the climate apocalypse? If the farm has no crops planted the player loses, but do edible crops still count even though they don't protect the player from the weather? 

I'm deeply curious about some of these things. As another comment mentioned, this looks like a dark take on Stardew Valley so I can't wait for more gameplay reveal to clear some of my doubts. 

I think is crazy how much you have already done in this few first stages of development. The art and the gameplay have really good synergy to support the theme. It really gives "what if WALL-E would have been made for restoring the Earth's ecosystem?". However, I'm concerned with this Davin person who is doing all of the lore and dialogue.

Your decision to keep it as one biome and have a just a few NPCs and plants it's the right call. Content and feature creep will make the project fail. If you keep it as short as I'm seeing you are doing, this will be a great game.

The only concern I have is your audience. I might have missed it, but I don't think it appears nowhere in your GDD or your video. So far, I think it might not be a very accessible experience for younger audiences for the walls of text I'm envisioning in your lore, but I might stand corrected the next devlog you post. 

I'm really curious about your gameplay loop. Best of luck!

Thanks for your thoughtful feedback! You make really good questions regarding our gameplay systems. We will answer those in this early prototyping stage hopefully. Right now, our idea is to show the player the ecosystem for them to have a clear idea (visually) of what they are dealing with, but we have several backup plans depending on scope.  The invasive species idea is something that crossed our minds and might be the right direction to go for a more powerful call to action about native flora. Thank you for taking the time to comment

This is a really interesting concept and I love the theme. As a fellow latino (Argentina) I really love to see the call to action regarding this problem. Thinking about our cities and the potential green spaces we can restore to help alleviate problems like flooding is great and I love the phrase "What lives beneath the city, unseen, shapes its surface". The mechanics are clear and straightforward. I would love to have more reference images of the trees and seeds, while also adding some of the art that inspired you. I don't know if the music, sound effects are a big concern as you can use free assets for this matter, but I get that you have a very clear vibe (Brazilian music) going on.

I'm worried, however, that the amount of content you have in mind is too much for the Scope of the jam. Personally, I would scrap the idea of having the daytime as different levels and focus on one thing there. Like a damaged city landscape, flooded with both water and grey buildings (although I know Brasil is really colorful). As you explore the underground and plant seeds there, the daylight scene changes to match the actions the player does.

An idea regarding the loss condition, you can check a game called The Swindle. There you have a set amount of time (in days) until a thing that prevents burglars becomes operative. Each completed level is a day, if you lose (you are killed) it also takes a day. You can exit the level early if it proves too difficult. Maybe the daylight scene is about too flood unless you get the Mata Atlântica trees planted. If you fail at the night part of the game, the days go by.

The concept and theme really engage with the jam. I think the "seed of change" as starting with something small and eventually reaching big changes that are not only individual efforts is very clear. I do have some concerns regarding the scope but I'm happy to see that you have clear expectations of your MVP. As others have commented, I feel the Visual Direction could use reference images. Very excited to see how you tackle avoiding lengthy text and making the mechanics/gameplay systems part of the educational approach and call to action.

I love this concept and I feel that the ecological literacy is a very powerful call to action. People need to learn things without the system punishing them if they get wrong answers. Games are one of the most powerful mediums to do that. I love the hopepunk themes here and I'm really excited to get to play this. My TTRPG group will love it (and better yet, there is no gm).

I don't really get how you play but it seems that you production plan is very clear and we will find out in no time through prototyping.

I love the twist you did with the "plant a seed" theme being "plant the seed of change". It has a clear direction and from what I gather the player will have a lot of feedback showing how well they are doing. I really like the idea of different endings depending on what you do and if you convince the NPCs or not. I'm really excited to see how you handle those things behind the scenes.