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Seeing Eye to Sky - Simple Owls's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Scope | #3 | 4.417 | 4.417 |
| Impact | #13 | 4.000 | 4.000 |
| Theme | #16 | 4.333 | 4.333 |
| Overall | #20 | 3.976 | 3.976 |
| Audience | #21 | 3.750 | 3.750 |
| Aesthetic | #22 | 4.000 | 4.000 |
| Production Plan | #31 | 3.500 | 3.500 |
| Concept | #32 | 3.833 | 3.833 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I love games like Sort the Court and Sally Face and I am excited to see how the narrative storytelling of this project will blossom and develop. I think having multiple endings is an ambitious idea and I hope your team has enough time to execute it! Furthermore, the concept of the night sky changing as you progress in the game is a creative way of displaying the player’s progress.
I think your interpretation of "Plant a Seed" by changing people's mindsets is a really creative narrative approach that fits the jam theme well! The growing garden and changing night sky are also nice visual ways to show the player's progress and reinforce the impact of their decisions. One thing I am curious about however is providing a bit more detail on how conversations with NPCs work mechanically and how players would influence their opinions.
I love the concept of tying the visual progression of the night sky directly to the player's dialogue choices and success in reducing light pollution. Since the core loop involves changing NPC mindsets over time how would the user know this, maybe implement a subtle UI indicator—like a color-coded icon next to their name—so players can quickly gauge an NPC's current environmental stance easily. Smart approach to the theme; cool game idea!
I'm excited to see the art direction of your game in action! I would love to see those watercolor backgrounds too! I am interested in how you will correlate the education of the town to get them gardening and how that will affect the light pollution. But I believe you have a solid start to your project and where you want it to go stylistically and narratively. Have fun making your project!
The art and tone of your game will match very well and may even enhance your concept and goals. However, from a narrative point of view, I wouldn't understand how someone whose ideas aren't like by the people would have been voted into office by the people. Perhaps you can address that, like the mayor could have had a change of heart and now is trying to be the change or they become the mayor at the end of the game.
I like how you have a metaphorical and physical representation of the theme in your concept. However, gameplay could be elaborated on a bit more. How exactly does the player change an NPC’s mindset? Does the player make choices outside of dialogue that impact NPCs?
A good concept overall, but I think you can expand on a few points. First, what does the gameplay look like? You mentioned it is a visual novel, but what mechanics will the player use to influence people? Is it purely dialogue, will there be minigames to garner support, etc.? Also I like the exploration of light pollution and the garden at the center of town being a visual indicator of how much the NPCs support the player's goals.
This is a great concept and I love that it is more narrative centered. I think that from my perspective I was wondering how would you guide the players to talk to the npcs in the environment. How would you get them hooked into wanted to go the game loop?
I like the theme of smaller changes adding up to bigger changes, and I think light pollution is a unique topic to cover. I also really like the aesthetic concept and the first image you showed, but the second image is a bit confusing. Is it supposed to be showing character concepts? I also think your production plan could be a little bit more descriptive.
I love your community centered project idea! It kind of reminds me of the project my own group is making which is also about taking planting a seed in a more metaphorical aspect. Its interesting how you based it around light pollution as I was wondering how the literal seed planting and the light aspect would tie together. The document mentioned that: "As you progress, the night sky will change as you lessen light pollution in your town." along with "As you change people’s mindset and lives, they start planting seeds too in the garden at the centre of the town" so Im wondering if the game is trying to fit two separate mechanics into one game or if the player's actions will affect both simultaneously?
It seems very educational! My feedback is that im not entirely sure what the gameplay looks like - how will you as mayor educate these villagers? through dialog selection? something else? its a bit unclear. The concept seems fun though!
I love the twist you did with the "plant a seed" theme being "plant the seed of change". It has a clear direction and from what I gather the player will have a lot of feedback showing how well they are doing. I really like the idea of different endings depending on what you do and if you convince the NPCs or not. I'm really excited to see how you handle those things behind the scenes.
This is a fun concept with a clear direction. The clearing up of the sky is a creative and engaging way to gauge how well you're doing. The gameplay loop is a bit nondescript, I don't think I would know what the player is doing on a moment-to-moment basis if you hadn't included the Sort the Court reference.
i really like the clear concept and extended use of the metaphorical "plant a seed" here. on top of that the focus on light pollution is something that you really don't see a lot of in general and it's a unique niche to center a game around - at least from my perspective. production plan is a little vague but the scope is pretty small so i don't expect that to be a problem for you guys.