I get a social satire kind if vibe with the concept, the unserious paper cutout style also seem to work super well with the concept. I see the plan to have different endings, if certain players intentionally or unintentionally end with a bad ending, I wonder what type of narrative can make sure they also learn from this experience! I would worry about the scope, but I also see the list for Things That Can Be Cut. You folks seem to be ready! :)
NineTail9
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A member registered Nov 23, 2024 · View creator page →
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Grow a biodiverse forest to edure threats from beyond. Play with emergent plant synergies.
Action
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Stack for power, break under pressure, and survive a chaotic chase against Granny.
An emotional game about a ghost helping a little girl
Interactive Fiction
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I love the concept and aesthetic choice, the detailed plans and milestones are also great!! I'd be really curious to know how the team would represent invasive species in game and how players would identify them! is it from talking to NPC? Through visual investigation? Or observing certain impacts when the invasive spiecies are put with native species for a while. Lots of potentials!
Scope sounds reasonable for a solo-dev game. I'd be curious to know more about how the game is played. How does player interact with the game other than collecting water/wire(which are more of a goal for this game). What's the feeling and experience of the game, which may lead to leaving an impact or impression on its player?







