Play story
Detritus Deck: The Medieval Garden's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Concept | #12 | 4.500 | 4.500 |
| Audience | #18 | 3.875 | 3.875 |
| Theme | #21 | 4.000 | 4.000 |
| Scope | #27 | 3.500 | 3.500 |
| Overall | #29 | 3.768 | 3.768 |
| Production Plan | #31 | 3.500 | 3.500 |
| Impact | #31 | 3.500 | 3.500 |
| Aesthetic | #32 | 3.500 | 3.500 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I like the idea of a deckbuilding game, I'm excited to see how the prototype develops the concept!
I like this concept a lot! The player as an elemental force aspect is striking to me, and the aesthetic is quite novel. I am interested to see how the vertical slice comes out.
Great concept and a very well-structured design document. I especially liked the clear production plan and the way the climate theme is integrated into the core idea. Looking forward to seeing the prototype.
I like the core idea a lot, and I find the idea of the mechanics compelling (deckbuilding games are usually about building an engine, so having the "engine" being a sustainable world just makes sense). My major concern is that the scope seems AMBITIOUS. As far as I can tell you want the game to be able to span from before humans even exist to the modern era of solar power and oil rigs, and there doesn't seem to be a clear stopping point / end goal. I think meeting at least twice a week would be good if possible, and I would highly recommend figuring out your scope and aggressively whittling down your ideas as we head into the development phase. You can always re-introduce ideas if you end up having time.
There is a very strong and compelling central idea with the cards doing more than providing resources and attacks, but having them build an ecosystem and determine how that ecosystem responds to external pressures. I especially enjoy that players are given additional chances to repair their mistakes. I feel this communicates climate resilience and long-term thinking more effectively than punishing player experimentation. I think the team's next step should be defining a small vertical slice with a fixed starting deck, one crisis, one recovery route, and a clear end state. I would also recommend deciding whether the intended experience is mostly cozy, strategic, or cautionary, and then moving on to establishing a few firm visual and tonal rules around that choice.
The initial idea of a deck builder being able to shape the world through a time-based system is very unique and interesting! It kinda gives the vibes of games like Civ where you're creating the world through resources, in this case being your cards. It is however unclear what the win/lose condition of the game would be and how one would achieve it, or how one would build the deck to begin with. The game appears to have a very clear vision though, and I think once more of the foundation is laid, this will be a great game with a lot to say
The overall project is very unique for a deck builder. A game about cards being different types of natural and unnatural conditions is cool. I don't know how the gameplay will be like though specifically how cards are going to be placed. The game goes with the theme of the jam being focused on climate change. I feel this is going to be a very interesting deck builder game.