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A jam submission

NevergreenView game page

Roguelike deckbuilder creating a commentary on greenwashing and consumption of natural resources.
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Nevergreen's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay & Mechanics#242.5863.167
Aesthetics#272.8583.500
Writing#292.1772.667
Overall#302.5043.067
Polish & Release#302.3132.833
Use of Themes#322.5863.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Artistic Statement / Use of Theme
Our game puts the player in the shoes of a powerful corporate figure whose choices can directly shape the fate of the environment. Alternating between playing a mysterious game on the office computer and a point-and-click section, the player will see the effects of their decisions in real time. We drew inspiration from titles like Inscryption, Slay the Spire, and Undertale, to design a narrative-based deckbuilder that challenges players to choose between preservation and exploitation. The visual style reinforces this contrast: the office sections use a dull, desaturated palette to reflect the sterile, morally gray world of corporate control, while the card game segments burst with bright pixel art This duality mirrors our core artistic intention: to confront players with the consequences of their actions and the moral weight of choosing whether to destroy or protect the world around them.

Development Summary
The first priorities of the 5 person programming team was to create a single playable round of Nevergreen. However, before we could accomplish this we had to work alongside the other departments to solidify a gameplan for how card combat would work, what types of cards we would have, and what types of resources would exist in the world of our game. This proved a little more difficult than expected, as everyone had a lot of great ideas, making it more difficult to choose one specific direction. Once we had a plan in place, the programming team got started on the prototype. Caleb was in charge of resource generation and use, Kimi was in charge card behavior (shuffling, adding cards to deck, etc.), Riley was in charge of attack logic and the card table, Guru oversaw the weighing scale (win condition), and Caitlin was in charge of the enemy AI. After we had a working prototype, we started handling the more complicated aspects of the game including: map generation, card abilities, and card deaths, as well as making the AI more advanced. Finally, the programming team added some final touches, including implementing the audio team’s assets, creating an opening cutscene, and finalizing our build.

Release Plan
The game is currently in early development when it comes to our release plan. The best way to describe it would be a playable demo for a future game that our team plans to work on in the future. We currently have 1 boss in the game and while it is fully fleshed out, our original idea included much more and so we have decided to keep working on the game post jam release. We want to fully flesh out the narrative, as well as the gameplay length and mechanics. Our hope is that we can get an early demo onto a platform like steam to gage interest in the game and then decide from there if we want to make this a full-fledged product. Our intention however is to continue the game.

Topic Tags
Greenwashing, Overconsumption, Flash Flood, Wildfire, Industrialization

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Comments

Submitted

I liked the theming of the game in how it really makes you think about playing your industry cards as it does have real impacts onto the environment. One big improvement I would like for the gameplay would be to be able to get more information from the cards you play. For example, I used the train industry card and did not realize it was attacking twice each turn. This made me wonder if any of my other cards had bonus effects too. It would also be nice if the game automatically drew a card for turn instead of having you click on the button to manually draw a card, as there is really no strategical advantage as far as I can tell from not drawing a card every turn. 

Submitted

Same as the other review, i was unable to get past the first play on my first try and it wasn't letting me retry unless I watched the whole cutscene and tutorial again. I think for these games its good to let the player fail and try again as quick as possible to let them learn the game and become addicted to getting better. I really enjoy the art and the way the cards move out of your hand. The card burning effect is really cool. Yall's aesthetics are really awesome and I think with a little more work on getting the flow of the game down, there is potential to it.

Submitted

Unfortunately I'm not able to access all of the content in the game right now, and I'd love to get help if possible getting past the first enemy. Getting only 1 Sapling currency per turn (which means at max placing one unit) is very difficult especially when the enemy AI can place more than one unit per turn. Still, the aesthetics are very nice, and I like the addition of the beginning cutscene and short tutorial! I hope you guys keep working on the game because it definitely has a lot of potential!