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Soruya

12
Posts
38
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17
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A member registered Jan 31, 2018 · View creator page →

Creator of

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I love the idea! I saw that you plan to add more types of pests and counters for them, which I think you can have a solid releasable game even if you only add even 1-2 more varieties of pests and powerups.

I was a little confused when I saw that the trees were flowers, but I figure those are placeholders. I wondered if there was an optimal way to place the plants and thought it was a little odd that I could uproot them so easily and move them elsewhere. I think it would be more engaging and challenging if you couldn't move your plants after you placed them since this will allow for the player to be more strategic in how they want to plant their garden and not lose all their plants to pests.

Keep up the good work!

Your game focusing around increasing biodiversity, restoring greenery within a war-torn and urban environment, and showing how plants synergize to become more resilient makes your tower defense gameplay have a lot of depth since the player has to consider and plan for the long term. Even as the player may struggle, there is still a tone of hope that I greatly appreciate. I was wondering to what extent you will feature animals as your allies and if they could reproduce in between waves, though that may be out of scope.

Really solid prototype and I love that you went in a more metaphorical direction of "plant a seed" by showing how individual actions can inspire community involvement (planting a seed of change), which can inspire greater change. I am interested in seeing how you tackle improving the environment beyond the ocean in the next iterations. I love the hand-drawn style and the music too.

Out of curiosity, I did try to see what would happen if the player didn't pick up any plastic and just let pollution meter fill until a potential fail state.

You all did amazing work for your prototype! The art and colors fit very well with the music and the forest environment is beautiful. I'm looking forward to your next iteration and how the rhythm gameplay will look!

Your idea is really cool and ties well into real world climate phenomena. Along with showing how different plants and increasing diversity improve the climate and restore the natural landscape, a unique feature is your inclusion of a "soil web," so the player can see and learn about how the synergies between different plants affect one another. I'm glad that you have a plan B in your production plan to prevent scope creep.  I think art and visual cues and feedback for the player will be really important here for the player to feel fulfilled as they restore the landscape and see the changes from a barren wasteland to a thriving land full of flora.

The premise sounds like it could be fun. I'd need to see more details to give more thorough feedback on your idea, but I'll come back and update my comments.

A few things that I'd like to know right off the bat are how restoring the planet will generate funds in your game and if those funds will be resources you can use in upgrades for your robots, buying better resources, etc. Something that feels off to me personally is the monetary incentive being a prominent objective in your game alongside planet restoration, but I think if you can tie the monetary gain back into specific ways to further your player's goal of restoring the planet, that can be improved.

I think your concept and narrative are really beautiful and vibrant. The greater focus on the characters and how their journey affects their setting is potentially interesting and poignant, but if you bolster the environmental impact on the world and the bees (maybe through gameplay extending beyond pollination of the flowers and showing how it changes the environment over time), it will emphasize the themes surrounding climate more strongly.

My biggest concern that jumps out is your scope. This is a very ambitious project and I am impressed with what you have come up with. However, I'm not sure that a month and a half will be enough time to make the full game you put forth in your GDD, with all the art, gameplay, and narrative elements you want to include to make your game what you want it to be.

I love your game’s premise and how it creates a meaningful intersection between technology and nature through your seed-planting robot. This explores how technology in its current state can be developed to restore nature and maintain the natural world instead of only taking from it to further its advances. I don’t know if this is intentional, but the fact the robot is alone in its endeavor also emphasizes how gradually working to make a big change in the world can be a lonely journey.

I wonder about how you’ll explore the themes of greed within your game since your gameplay focuses on exploration and seed planting. This could potentially be done through environmental storytelling that the player could pick up on as they navigate the barren landscape.

Hello! I can post the puzzle walkthrough file here too as a supplement!

Thanks for letting me know! It should be fixed now!