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Druid's Haven's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetic | #14 | 4.455 | 4.455 |
| Scope | #19 | 3.818 | 3.818 |
| Theme | #21 | 4.000 | 4.000 |
| Production Plan | #23 | 3.818 | 3.818 |
| Overall | #23 | 3.896 | 3.896 |
| Concept | #25 | 4.091 | 4.091 |
| Audience | #27 | 3.636 | 3.636 |
| Impact | #33 | 3.455 | 3.455 |
Ranked from 11 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 the concept of using a tower defense style game as baseline. I believe it could create a lot of potential for replayability. The art direction also lends towards a unique aesthetic that will differentiate the game from others in the genre. Im excited to see how this concept develops. Especially how the unique flora will impact gameplay.
Could be too similar to Plants vs Zombies unless the plants have their own unique style. Im curious to see how they will synergize together. What separates this game from any other tower defense game other than the theming?Thank you for the comment! I’m sure much is bound to change, but the player will be the Druid that runs around and can help out in a pinch, and collects seeds that the plants drop to prepare for the next wave. Also, in general it’s that you have(!) to use different plants to beat a given level. I hope that even if everything by itself (theme, character, etc.) has been seen before that our specific combination of them and our message will make it different enough from other games.
I think the idea of using the affordance of "area" from the tower defense genre in conveying a narrative about environmental ideas could be very intuitive and thematically appropriate. The ability to see the player's own impacts similarly is a good way of tying back to the main themes and providing feedback to the player to indicate progress. I am curious to see how the final game would expand on the cohesion between utilizing elements of gameplay in interesting and thoughtful ways to inform players of themes of "reconciliation ecology", which was also an interesting concept to integrate.
I really like this concept! The tower defense gameplay mixed with ecosystem building feels unique, and I like that the game focuses on giving players hope instead of just highlighting environmental problems. The post-level ecosystem simulation is also a really nice touch since it makes your choices feel meaningful.
One small suggestion would be to include a concrete example of how plant synergies work so it’s easier to picture what makes the gameplay stand out. Overall, though, this is a really solid and well-thought-out proposal.
Really great art style and really fun application of the theme! The mood board especially gives the impression that y’all have already dedicated a lot of thought to this concept. One thing that does occur to me to ask, though, is if y’all have thought about looking at city builders as reference, rather than tower defense games. In particular, I think frostpunk would be a very worthy comparison thematically, although against the storm might be a better comp mechanically. In any case, this seems like it is primed to be a solid game with a very coherent identity!
Thank you for the thoughtful comment. We actually started from “tower defense & city builder”, but I have to admit, I haven’t researched city builders yet. Thank you for the game suggestions, I’ll definitely check them out. (I always wanted to try out Frostpunk anyway!)
The game idea sounds great and the message that it's telling me makes a lot of sense. The idea that war is destroying the plant life and environment is a good concept and a real-life situation since the environment dying is a result of destruction and annihilation. This reminds me of another game that uses the same concept where a player controls the defense towers to protect from invasive obstacles. Although this seems like a game that can be done, I would suggest that there needs to be more specific details in the production plan of your GDD.
Hope this game turns out great!
Okay, this reads to me like a casual tower defense game but instead of upgrading random setting lore type characters it's plants. I cannot see the actual impact here, which you guys might trasnport through some lore perhaps. It suggest the big idea PLANTS vs HUMANS but does not offer any actual solution.
Seems fun and promising as a game itself.
I really like how the gameplay itself teaches the message, plants growing stronger together feels like biodiversity in action, and the whole human infrastructure taking up space thing is a smart way to show that tension without being preachy about it. The art is really great too, the druid and creature designs have a lot of charm. Only thing I'd watch out for is scope, especially with how many levels and plant interactions you're planning. Excited to see where this goes!
I really like how the gameplay itself teaches the message, plants growing stronger together feels like biodiversity in action, and the whole human infrastructure taking up space thing is a smart way to show that tension without being preachy about it. The art is really great too, the druid and creature designs have a lot of charm. Only thing I'd watch out for is scope, especially with how many levels and plant interactions you're planning. Excited to see where this goes!
I think this plan is alright and can work but the only thing that concerns me is the direction you take this in for uniqueness. For example, your plan doesn't cover a lot of the fine details of what these rounds look like at certain points you show cards so I assume that there may be some deck building elements but I don't read any. I think the parts that I gather in which this is a tower defense that rewards players with synergy and having plants living long offers an interesting take that if done correctly can be unique and fun.
I think that this is a great idea both in terms of gameplay and message. Tower defense works great for teaching people about how plants work together in biodiversity. The art is great too, very whimsical and reminiscent of games I've played before. Just make sure to manage the scope and not burn yourselves out with too many plant ideas or interactions and you have something great!
I love the art style and the UI design. The interface gives off the vibe of a roguelike deck-building game, which looks really fun. The game design document also does an excellent job of showing how the game connects to the Jam theme.
That said, I imagine balancing the cards and powers, as well as designing engaging encounters and levels, will be a significant challenge for the team. It's important that players feel in control of their progress, that their choices have meaningful consequences, and that different enemy types encourage varied strategies, rather than making the experience feel like a linear interactive novel. If the team can overcome these challenges, I think this has the potential to become a fantastic game that I'd be very excited to play in the near future!
the aesthetic and plan for gameplay is definitely on point here, although if i have any concerns it's with the number of levels, that seems like something that might have to get cut back during development if anything. the core gameplay loop is solid though and the theming is all there. i also like the use of a druid, very "classic fantasy".
Concept art already looks really interesting and the idea to have an ecosystem continue to develop in the overworld sounds unique. Also enjoy the vision of making humanity and nature coexist through positive contributions everyone can make.
Solid ideas overall, can't wait to play a prototype or the full release!
The way human infrastructure lessens the players ability to plant and how the towers grow each round naturally really drove home the combination of the theme and the gameplay. I hope there is some cute story beats in between levels to push the narrative fowards. Excited for more :)