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A jam submission

Detritus Deck: The Medieval GardenView game page

Submitted by AlienShmalien, Dave S., Zaered, VioletFeelingBlue, PVAT1187, Jmeacham — 10 hours, 4 minutes before the deadline
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Detritus Deck: The Medieval Garden's itch.io page

Results

CriteriaRankScore*Raw Score
Concept#124.5004.500
Audience#183.8753.875
Theme#214.0004.000
Scope#273.5003.500
Overall#293.7683.768
Production Plan#313.5003.500
Impact#313.5003.500
Aesthetic#323.5003.500

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

Submitted

I like the idea of a deckbuilding game, I'm excited to see how the prototype develops the concept!

Submitted

  • -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!
Submitted

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.

Submitted

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.

Submitted

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.

Submitted

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.

Submitted

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

Submitted(+1)

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.