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m3Nunya
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The game was very entertaining for a bit until there wasn't any enemies left to kill; there wasn't anything to do other than replant the flowers?(they look like trees to me, what kind of flowers are they, I might just not of seen these flowers before?). I really like the character design :) The aesthetic was consistent and fit when the style of game presented. However, the impact was very little to non-existent. After reading the page, there seems to be more gameplay coming? I'm sure it will also be fun but this game isn't quite ready to release, but I did enjoy it and it has potential. I look forward to seeing the final product. :)
It is a complete game! Personally, I found it a bit redundant since I got the same customer with the same problem 3-5 times in a row, which is understandable since there is only two seeds in the first level and it is timed. Gameplay wasn't too difficult and everything the player needed to know was intuitive or was explained. The impact was there but I don't think it was impactful as it could be since most of the problems were more personal then climate related. The overall aesthetic and synergy was great through! It was cute consistent and well put together. :)
The art was instantly beautiful, I like the art style. It was engaging in the way I just needed to succeed, but it a guessing game at the end, I tried to make sense of it, as I could understand what some of it meant and I like seeing as everything leveled up but I only won based on numbers instead of impact, like I realized that some finished leveling up by a certain point so the ones that didn't just needed to be pressed a bit earlier. Including some word will raise the impact of it. But I liked your game and enjoyed it; can't wait for it to be done. :)
It was an interesting and fun game. The gameplay it self was for the most part fluid, I did have some trouble learning what did what and it did break at one point; there also isn't a way to leave the game. The aesthetic itself went very well with the game concept. I don't think I finished the game based on the other comments but so far I like it, I'll keep playing it :). I like your game.
The concept very nice and a very hopeful perspective, something that could be used more often these days. The theme goes amazing with goals of the climate jam. The audience is very clear and specific, though not completely mainstream, so the reach won't be as wide as it can be (which isn't a bad thing as different people enjoy different things). I wonder if the player will be able to access the pond whenever they want (like a hub) or only when the narrative leads them to it. The art style isn't clear but the aesthetic is established. The current progress is unknown for some of the contributors as there isn't an update regarding their current contribution, only noting that they are//will work on it. However the demo/basic function works. There also isn't a production plan with milestones to complete this Sprint 3. Only thing to keep in mind, would be the reading level for this project. I look forward to see how this project turns out as it is a beautiful concept and a great outlook.
I've read the document but I also saw you switch to a paper prototype? If a board game/card game is what you are aiming for (could work great for you concept but accessibility and audience would be limited, especially marketing isn't done well), then there is some aspects, that need to be updated before continuing. I really like what you are trying to achieve; hang in there. However, if this is the case, there isn't much feedback I can provide that would remain relevant at this point.
The link is the Game Design Document doesn't work, but these should:
https://github.com/orgs/Sustainable-Games/repositories
https://github.com/Sustainable-Games/sonoran-gardener
https://github.com/Sustainable-Games/sonoran-gardener/issues
I liked your idea, it really reminds me of Stardew Valley with a darker back story. However your impact is a bit vague so spending some time on clarifying on how the game play will execute the solution(s) will help; it does seem like spreading awareness of different plant needs is your goal, but going slightly deeper then that might increase the impact. The art is really coming together. I look forward to seeing more assets implemented as well as more mechanics. Getting the game to be a game should be priority; coming up with a more a specific/laid out game loop could make it easier to be more efficient in completing/making small milestones. As well as having an overarching game play walkthrough to reference (like a story board).
This is amazing. You all seem to have a big chunk of the actual game made. I really like how all the decisions made are very intentional and intertwine with each other. The synergy of the game is really good and something to be proud of. There are some parts like the biodome and inventory that doesn't seem too, intuitive so either clarifying it or adding a way to help the player learn it would be appreciated. This can be considered an ambitious project but the assets are amazing and the progress is remarkable. I look forward to seeing how your game turns out as well as how the game play progression looks.
First and foremost, the audio was euphoric and the art style is very cute; the queen is very majestic in a cute way. The mini-game and the overall game has potential to be used in an educational setting for younger kids. However, I was a little confuse on how the mini-games will relate to the grafting (grafting is very cool; I like the concept very much) or will the mini games be separate to the idea /overarching concept of the game. I am curious on how you will increase difficulty for the game as well.; this could be determine based on the age range your team is aiming for.
I love it! The concept is really interesting and the references to other games help establish the vibe and type of game you are trying to make. Though the scope will definitely be a challenge, as you are the only person on your team, however, that also means you know exactly how much time and effort need to go into this and don't have to wait on others for certain parts. Of course taking scope and time into account, you may want to consider adding one or two small game mechanics that can enhance your game just to make it slightly more interactive.
This feels like it can become a very educational game; the art style feels like it would nicely match it, too. The primary mechanic reminds me of when I learned and had to come up with what phenotypes and genotypes that would result out of combining two flowers. Sounds like a very cute and educational game that has the potential to be implemented in classrooms.
The art and tone of your game will match very well and may even enhance your concept and goals. However, from a narrative point of view, I wouldn't understand how someone whose ideas aren't like by the people would have been voted into office by the people. Perhaps you can address that, like the mayor could have had a change of heart and now is trying to be the change or they become the mayor at the end of the game.
The concept is amazing! I like how it isn't over zealous of the theme and impact but a subtle yet impactful "planting" of an idea and habit that can be grown and make great waves in the community. I think this game fits great with this day and age; I apprenticed the awareness of "doomerism" and the aesthetic will help steer away from that, too. Though I do think revising the production plan slightly would be better since, given the nature of jams, having a playable prototype throughout the sprints instead of building the pieces one by one and merging at the end avoids many issues later on, especially in tight deadlines. Besides troubleshooting, it can help clarify and bring out better ideas.
