- -Engagement – How compelling, engaging, fun, or challenging is the game? Do you want to play more?
- While I wasn’t able to PLAY this game, I did watch the video on the gameplay and I have to say that the game looks really fun and definitely emphasizes the community aspect of the game when it comes to deciding where to put different resources and balancing so that not much is lost.
- -Gameplay – Are the game mechanics, gameplay loop, and player interactions clear, cohesive, and effective?
- The game mechanics, as presented in the video and the turn flow chart, are very clear, and are communicated effectively through the gameplay and flow chart. I can see the gameplay becoming very intuitive as the game continues, especially through the roleplay and conversation elements of the game.
- -Aesthetic – How cohesive are the visual, audio, and/or narrative decisions for this game? Does it it have a strong and distinct creative identity?
- The visuals are very strong, and while the board and cards from Sprint 2 had more of an underground vibe to them, the newer board feels more like a mosaic in a sense. Aside that, the art, while being absolutely beautiful, also I feel really enhances the game. Like, the resource tokens being represented by mushrooms makes it feel like each player is just taking what they have and putting it where they can, in a sort of “scrappy” way, which I feel matches pretty well with the idea of surviving as a community in the current climate apocalypse.
- -Impact – Is the project effective in communicating postive solutions and a focused call to action?
- Just like every other time, the call to action is very clear and very focused. Working together with one’s community can be a strong tool in facing down even the toughest of hardships and seeking out the best future possible.
- -Synergy – Do the game mechanics and artistic decisions support and enhance the project's intended theme and call to action?
- The theming around cockroaches in the board art (I only noticed that the AQI segments were separated by the central roach’s legs halfway into the video, which was amazing) is really powerful, because, going back to the narrative shared in Sprint 1, the broligarchy sees the survivors as the cockroaches of the world in a way that they’re dirty and wrong and pests, but the way the game progresses proves that they are cockroaches not in the sense that they are bad dirty pests that need to be eradicated or escaped, but hardy survivors who do what they can with what they have and survive as a colony together. At the center of everything is the animal that represents, in a way, how the broligarchy views the survivors vs how the survivors work together themselves.
- -Releasability – Does this project look and feel complete? Does it seem ready to be released?
- The art is not bad I love this all, but I also get the sense you all are cooking up something for the final art for this game (the current board is labeled as “Prototype”, so I’m excited to see what comes next), so I can definitely see myself buying this game in its current state after the final art is put in. Excited to see what you all will cook up in the final sprint!
Seto Dreamurr
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A Unity demo for an upcoming political dating sim project.
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AAA - product for RPI GD1, made by Jasmin, Jared, Karong, Daniel, Corey, Katie, Anna, Hope and Alex
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Seeing Eye to Sky - Simple Owls jam comments · Posted in Seeing Eye to Sky - Simple Owls jam comments
- -Engagement – How compelling, engaging, fun, or challenging is the game? Do you want to play more?
- Game is very fun and the characters feel very real to interact with, and I definitely want to see how the game addresses how policymakers try to balance budget with the public favor.
- -Gameplay – Are the game mechanics, gameplay loop, and player interactions clear, cohesive, and effective?
- The gameplay loop and player interactions are very clear and effective at getting the point of the game across. Even if it’s not huger, the small things still matter.
- -Aesthetic – How cohesive are the visual, audio, and/or narrative decisions for this game? Does it it have a strong and distinct creative identity?
- The game in my opinion has a VERY strong creative identity with the music and visual style, that matches pretty well with the narrative of the game. If I had to point out one thing, I’d say that I’d like to see the visuals of the map and individual areas change depending on favorability, or another secret score like cimate health, as I noticed on my second and third playthroughs that, regardless of what I did, the flowers in the garden still grew, even when I made very unfavorable climate and policy decisions. It also felt that the decisions I was making that were seemingly having a real impact on the environment narratively were not being reflected in the changing environment, particularly on the beach, where it was the most present. Other than that, the aesthetic of the game is really good, just needs a little work on interactivity.
- -Impact – Is the project effective in communicating postive solutions and a focused call to action?
- Love the idea that even if there aren’t huge changes being done, it’s the small stuff that counts towards helping the environment, and also the focus on a local lawmaker instead of a congressperson or federal agent really hits home the idea that small, local changes can really help a community.
- -Synergy – Do the game mechanics and artistic decisions support and enhance the project's intended theme and call to action?
- The call to action is fully supported by the gameplay loop, as the mayor makes very important changes throughout the story of the game depending on the decisions of the player, and through the favorability (and presumably also the flower in the garden), the effects of those changes, no matter how small, can be seen.
- -Releasability – Does this project look and feel complete? Does it seem ready to be released?
- Before release I would definitely recommend adding a bit more to the overall story and maybe an ending (or two if you’re feeling plucky), and also the previously mentioned visual changes in the environment depending on the player’s decisions throughout the game. Other than that, I’d say this is definitely something that feels very close to complete.
- -Gameplay – Does the project have clear mechanics, win / lose conditions, and player progress / interaction?
- The mechanics are very clear in what the players will do, and the emphasis on the fact that there are “only lose conditions” really hits harder the mechanic importance that is conveyed of working together with the other players as opposed to just working alone. The video gameplay demo is very helpful in understanding the flow of the game in each turn as resources are lost and the remaining resources have to be reallocated, along with the sort of negotiation and community aspect of resource allocation that can be gained by talking through what different things may need resources at different times.
- -Aesthetic – Is there cohesive visual, audio, and/or narrative direction?
- Before my actual thoughts I just wanted to say that as a person with many intersectional identities, that memorandum got me PISSED and to that I have to say hats off to narrative they did their job and they absolutely COOKED. Also I am internally screeching at the inciting questions in the roachification draft narrative absolutely COOKED.
- Though it seems like the card art is unfinished, I like the idea of an image of a roach being on the back of every dilemma card in different colors to represent which resources were just lost, as I feel it kind of drives home the idea of the broligarchy in this game (and in real life ngl) seeing the differences between different “cockroaches of the world” but also seeing them all as cockroaches at the end of the day. It also highlights the aspect of protecting the most vulnerable in a community, through allocating more resources to them in their time of need, as losing important things can be detrimental to them and can only hurt during times of crisis. That all is to say that the art is cool, I like the card art, and the board art looks really nice. Although I think it would be nice, just for gameplay purposes, to have dedicated spots on the board for the resources to be placed, just to keep things organized physically.
- -Synergy - Do the game mechanics and artistic decisions support and enhance the project's intended theme and call to action?
- The game mechanics highlight the themes of the inevitability of our current climate crisis through the consistently draining resources, and the need to work together with those in our communities to ensure that the right amount of the right resources go to the right places. It also definitely might help to reduce individual guilt as different people have different backgrounds and experiences which might influence them to allocate different amounts of resources to different places, and that sometimes it’s not on one person to like save an entire sect of their society. Idk if I’m taking this too far, but I like this a lot.
- -Scope – Is the scope of the project reasonable for the timeline of the jam?
- After seeing the gameplay in action, I can definitely see that the project is within scope, as in my head there isn’t much more to do with this project other than maybe refining mechanics, adding more art, playtesting and distribution, and iterating on dilemmas and also maybe characters. All of which is very scalable and reasonable for the rest of the jam.
- -Production Plan – Is there a clear path to completing the project?
- Production plan seems very clear and actionable towards release, not much to say there. Just excited to see more of this project come out. :3
- (I am still full glazing.)
- -Gameplay – Does the project have clear mechanics, win / lose conditions, and player progress / interaction?
- Through the grafting concept demo, that portion of the gameplay loop seems relatively clear, although it is a little unclear to me how some of the minigames will work gameplay-wise, even with the minigame demo video. The gameplay descriptions are succinct and clear, though, and seem well thought-out.
- -Aesthetic – Is there cohesive visual, audio, and/or narrative direction?
- Unrelated to my other thoughts, but I love the little dude dancing on the itch page :3
- Based on the visual design of the production plan, all the concept images and gifs of the little dude, and the queen, it seems to me like the visual direction is very consistent across not only the game, but the project and team as a whole. It definitely is helped by the presence of multiple multi-disciplinary team members.
- The music is absolutely beautiful and imo fits rlly well with the theme of like grafting plants together and the visual style. Also I am a huge sucker for low strings, so this is like hitting all the right places for me. The development throughout the song is also absolutely wonderful too, and really encapsulates the feeling of going from a little bit of variety through the song into the very thick with strings texture near the very end.
- -Synergy - Do the game mechanics and artistic decisions support and enhance the project's intended theme and call to action?
- While I don’t think there’s quite enough yet to talk about the art in this moment quite yet, I may also just be blind, I think the gameplay more than enough supports the theme and call to action of the game, in the very heavy emphasis on using grafting as a way to reintroduce diversity into an environment, as well as the very careful and thoughtful process that is grafting plants.
- -Scope – Is the scope of the project reasonable for the timeline of the jam?
- From what I have seen so far, it seems that the project is definitely in scope, as you not only have what seems to me like a very scalable idea, but also a clear idea of how to follow through with the idea and have identified potential challenges that might get in the way during production.
- -Production Plan – Is there a clear path to completing the project?
- The production plan powerpoint quite literally has dated timelines of both production and playtesting, with identified challenges and proposed solutions if you do run into said challenges, along with scalable concepts if issues occur. This project seems well on its way to a successful production and release. I am looking forward to this.
- -Gameplay – Does the project have clear mechanics, win / lose conditions, and player progress / interaction?
- Very clear on the mechanics, very reminiscent of games like Papers, Please, and That’s Not My Neighbor, especially with the idea of inspecting plants based on their field guides. The gameplay demo also is very helpful in identifying how certain gameplay aspects will work.
- -Aesthetic – Is there cohesive visual, audio, and/or narrative direction?
- Ngl this narrative could work with imo any visual direction, but with the described anthropomorphic animals as NPCs and the shown Saharan Mustard, it seems like you all are taking it in a somewhat handdrawn/cartoon-ish perspective, which is really cool, and I’d be excited to see.
- YOU HAVE AUDIO DETAILS HECK YEAH!!!!! Didn’t see the GDD in Sprint 1 for the specific sound style and scape, but based on the fact that your production plan talks about references for songs and lists of sound effects, I have full confidence you know exactly where you’re headed when it comes to audio. Especially helps that your composer knows middleware.
- -Synergy - Do the game mechanics and artistic decisions support and enhance the project's intended theme and call to action?
- Idk call to action but if I had to guess it has something to do with identifying safe and unsafe plants for certain environments, which is neat. The gameplay is definitely supportive of that and the themes of like building a botanical encyclopedia of the region’s plants.
- -Scope – Is the scope of the project reasonable for the timeline of the jam?
- Haven’t seen the GDD, so not sure about the scope of the full game, but from what I’ve seen so far in the demo it seems like the main gameplay is definitely well-implementable and is really just a matter of adding the field guides, which I’d guess are static and a one-time implementation, and iterating on different plants and NPCs that can show up in the game, which is very scalable up and down.
- -Production Plan – Is there a clear path to completing the project?
- Production Plan at the end of these sprint’s slides seem very solid, looking forward to this project. :3
- -Gameplay – Does the project have clear mechanics, win / lose conditions, and player progress / interaction?
- I like the idea of the time-based planting system with having to wait a certain amount of time for plants to change and grow for the player to water them. I am a little unclear of what you are planning mechanically for when the plants are attacked by animals, but otherwise looks really cool and I can see a great direction this is headed.
- -Aesthetic – Is there cohesive visual, audio, and/or narrative direction?
- I was a little worried about the cohesion between the narrative and the visual style in the ways it was described in your gdd, but after seeing your work on this sprint and understanding a bit more the visual direction of the game, I think I was def thinking about it too deeply, and I am excited to see what y’all cook.
- Still no detailed sound stuff makes me sad. 3: USE YOUR SOUND DESIGNER!!!!! /lh /hj
- -Synergy - Do the game mechanics and artistic decisions support and enhance the project's intended theme and call to action?
- Though there is the GDD, I don’t think I have a clear enough picture in my head of the gameplay to realistically say If the gameplay can support the project’s themes. Although, I’ve already touched in the last sprint about the sort of dissonance I kind of feel between the idea of a bright and cartoony art style and the themes of managing through extreme weather, although I have not seen everything yet, so who’s to say 🤷♀️
- -Scope – Is the scope of the project reasonable for the timeline of the jam?
- Scope seems reasonable, as mentioned in the last sprint. One location, only big challenges I can see are implementing mechanics (which you all seem to be aware of, so 5 big booms) and iterating on plants and storms, which can definitely be scalable.
- -Production Plan – Is there a clear path to completing the project?
- We are a little further into the jam, but it seems like you have the same production plan as last sprint, which is nice, but I think a little more detail to share would be nice. Still very much looking forward to this project.
- -Concept – Is the idea engaging and compelling?
- I am immediately hooked by the idea of the climate crisis being heavily influenced by the government and their shadowy agenda. Totally fantasy, guys. Seriously though, really cool concept.
- -Theme – How effectively does the concept engage with the Climate Jam themes?
- Government action and really big organization action is a huuuuge part in fighting climate change, and the immediate focus on the government’s involvement not against the climate crisis but for it really I think is a good way of showcasing that sort of interaction. Also the mention of the “cockroaches of the world” is a subtle but not-so-subtle way of tying how climate change can disproportionately affect marginalized communities into this game’s concept and I am in love with it. By the way, by the time I wrote this, I was only like two sentences in, so this can only get better from here.
- -Impact – Does it include a meaningful, solution-focused call to action?
- The call to action is literally written in the doc and imo it has the power to be super meaningful to a lot of people, especially with the idea of increasing climate literacy and decreasing individual guilt towards people in their shifting environments when they, say, may not have the resources to do more than they are now in terms of helping the environment. It also helps to showcase to people in ways that not necessarily shift the blame solely to “big business and government”, but showcase the level of impact they have, at least as I am reading it. Really cool stuff going on here.
- -Audience – Is there a clear target audience for this project and its message?
- Queer ecofeminism. In terms of target audience, I think the message could not be clearer imo. For me, at least, this feels specifically targeted to resonate with people who may be a part of one or more marginalized communities and to help ease their mind, at least a little, in terms of what they can do, and what they are doing, to help the environment.
- -Aesthetic – Is there cohesive visual, audio, and/or narrative direction?
- Tone is clear and concise and gives a very very very clear picture of what the player is going to see and feel while playing through both the physical and virtual aspects of this game. Love the mixed media idea, btw, absolute fire. Narrative also seems to heavily influence the art direction, which has great consonance as well. Due to the analog components of the game, I wouldn’t say that audio is necessary, but I think that if you could implement audio in a way that you think would enhance the playing and narrative experience (at least moreso than is shared on the doc that I can see idk if I’m just blind), I think that would be a huuuuge boon to this already wonderful game.
- -Scope – Is it achievable within the duration of this jam?
- I think that because, at least mechanically, this game is so heavily based in the micro-community that forms between the players and their choices in gameplay sessions, I think that this game seems very achievable over the course of the jam.
- -Production Plan – Is there a clear path to completing the project?
- (ngl I feel like I’m just glazing atp if y’all even read this far) The path from ideation to polish feels entirely complete and very detailed and I feel like I can know almost exactly what to expect from this team, and considering how much I already am excited for this project, that is just amazing, and I genuinely cannot wait to see even more from this team and this game. You WILL be getting a follow from me.
Detritus Deck: The Medieval Garden jam comments · Posted in Detritus Deck: The Medieval Garden jam comments
- -Concept – Is the idea engaging and compelling?
- The idea of playing and planning cards in a deck to deter natural disasters is really cool, and I think a lot could be done with it.
- -Theme – How effectively does the concept engage with the Climate Jam themes?
- The concept is really intriguing at how it explores the different ways people can and do influence the environments around us, and how those choices can lead to different levels of preparedness during certain climate events.
- -Impact – Does it include a meaningful, solution-focused call to action?
- I love how the game thus far seems to emphasize the ability of us and the people around us to act and try to work on our community, as you highlight specifically that even if you make a “wrong” move, whether in the game or irl, you can still bounce back, given you try and put in effort, and I really think that can help with a lot of like learned helplessness ig that people might have regarding doing things for their environment, and the mistakes they might recognize making. Something something there is still time (/ref)
- -Audience – Is there a clear target audience for this project and its message?
- This game seems aimed at players of deckbuilders, (inscription mention 💪💪) but otherwise can’t detect that much of a target audience, might just be blind idk.
- -Aesthetic – Is there cohesive visual, audio, and/or narrative direction?
- Visual style seems really cool and definitely you have a clear idea of what the visual identity of the game will be. Don’t see much in the realm of music or sound but I can definitely see the sounds in the game following a similar style as the visuals.
- -Scope – Is it achievable within the duration of this jam?
- I think that this could definitely be very achievable for the jam, since a lot of the work I can see would just be iterating on the events and different cards the player can use, which is very easily scalable in any direction.
- -Production Plan – Is there a clear path to completing the project?
- Unfortunately, at the time I read the gdd, it seems like the production plan is unfinished, but it seems like you know pretty well what you’re going to be doing across each individual sprint, and I cannot wait to see how this project comes out!
- -Concept – Is the idea engaging and compelling?
- I immediately love the idea of a plant gacha machine. It seems really fun. Although, as gacha machines go, it can def get infuriating when you don’t get the pull you need. 10/10.
- -Theme – How effectively does the concept engage with the Climate Jam themes?
- I think this concept is also really really cool in terms of engaging with the themes of the environment and such, with a lot of really in-depth research very clearly having been done to ensure high quality communication of the topic at hand. Love it.
- -Impact – Does it include a meaningful, solution-focused call to action?
- I love the focus on twisting and turning the very consumerist and not-always climate-friendly system of gacha into a meaningful message of like “helping the environment isn’t always this ONE path, and sometimes nature throws things at you and you have to work with it” in a way that really encourages like exploration of different ways, random and not, of really working towards improving our earth for everyone, and the different ways that can take shape.
- -Audience – Is there a clear target audience for this project and its message?
- I can see this game being very popular with gacha game lovers and haters alike and I am so here for it.
- -Aesthetic – Is there cohesive visual, audio, and/or narrative direction?
- The description of the art and tone of this game gives a very clear and specific visual and sonic image of what the game is going to look and sound like, and how it’s going to feel, and we love that Just reading gives a very clear idea of what playing is going to be like, and that’s really cool. No music ideation or stylings are described to my knowledge, though. :/ Feel free to correct me if I’m wrong.
- -Scope – Is it achievable within the duration of this jam?
- Unsure about the scope of the total game, but it seems that you know where you’re headed when it comes to keeping scope in check, which is awesome.
- -Production Plan – Is there a clear path to completing the project?
- Very very very clear timeline from now to end of the jam on what is going to happen. Me likey.
- -Concept – Is the idea engaging and compelling?
- Cool idea of using plants of all things as a medium for severe weather protection.
- -Theme – How effectively does the concept engage with the Climate Jam themes?
- I think this does a really good job at conveying the general climate feeling of the jam, and incorporating the theme of this jam specifically, plant a seed.
- -Impact – Does it include a meaningful, solution-focused call to action?
- I think that the idea of bringing to light the importance of plants in nature, especially when it comes to natural disasters (i.e. tree roots helping prevent landslides) is a really cool idea, but it seems like there’s not really a clear takeaway for the player in terms of taking concepts and ideas from this game and applying them to real life, though knowledge can be just as powerful as action.
- -Audience – Is there a clear target audience for this project and its message?
- It seems like, at least, audience-wise, the game is a little unfocused, but that’s not the most important thing thus far. Hopefully y’all figure it out through the development process!
- -Aesthetic – Is there cohesive visual, audio, and/or narrative direction?
- Visual style is described as vibrant and a little cartoony, which, in my opinion, is a little dissonant with the narrative of the idea of player’s sort of fighting off the hostility of their environment in what seems to be a post-climate apocalypse world, but mayhaps I am imagining this a little too deeply.
- Also as an audio person it makes me sad that the only description of audio in the gdd rn is “just some more basic sound effects”, but I hope to see more detailed and alive audio ideas from this project in the future!
- -Scope – Is it achievable within the duration of this jam?
- The singular location described (being the farm) makes me feel like the project can definitely be both achievable and and well-polished by the end of the jam, as most of the work I can see being an issue for scope would be developing and iterating on different plants and weather conditions, as well as their interactions.
- -Production Plan – Is there a clear path to completing the project?
- Seems like y’all know what you’re doing moving forward, at least for the next sprint, which is rlly cool. Good luck and I look forward to seeing the work you do!
- -Concept – Is the idea engaging and compelling?
- Cool idea of using plants of all things as a medium for severe weather protection.
- -Theme – How effectively does the concept engage with the Climate Jam themes?
- I think this does a really good job at conveying the general climate feeling of the jam, and incorporating the theme of this jam specifically, plant a seed.
- -Impact – Does it include a meaningful, solution-focused call to action?
- I think that the idea of bringing to light the importance of plants in nature, especially when it comes to natural disasters (i.e. tree roots helping prevent landslides) is a really cool idea, but it seems like there’s not really a clear takeaway for the player in terms of taking concepts and ideas from this game and applying them to real life, though knowledge can be just as powerful as action.
- -Audience – Is there a clear target audience for this project and its message?
- It seems like, at least, audience-wise, the game is a little unfocused, but that’s not the most important thing thus far. Hopefully y’all figure it out through the development process!
- -Aesthetic – Is there cohesive visual, audio, and/or narrative direction?
- Visual style is described as vibrant and a little cartoony, which, in my opinion, is a little dissonant with the narrative of the idea of player’s sort of fighting off the hostility of their environment in what seems to be a post-climate apocalypse world, but mayhaps I am imagining this a little too deeply.
- Also as an audio person it makes me sad that the only description of audio in the gdd rn is “just some more basic sound effects”, but I hope to see more detailed and alive audio ideas from this project in the future!
- -Scope – Is it achievable within the duration of this jam?
- The singular location described (being the farm) makes me feel like the project can definitely be both achievable and and well-polished by the end of the jam, as most of the work I can see being an issue for scope would be developing and iterating on different plants and weather conditions, as well as their interactions.
- -Production Plan – Is there a clear path to completing the project?
- Seems like y’all know what you’re doing moving forward, at least for the next sprint, which is rlly cool. Good luck and I look forward to seeing the work you do!
The mystery made so much sense by like the 5th loop, and honestly jood jame. I liek. Also I thought the killer would be Chad, but honestly watching him get insulted every time after the fifth loop was fun, and feinitely killed that idea. A little unhappy about how the MC never stoppe to think about the situation at hand before consulting anybody else, but otherwise it was a cute and fun story.










