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Gacha Seeds's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Production Plan | #1 | 5.000 | 5.000 |
| Scope | #2 | 4.600 | 4.600 |
| Aesthetic | #10 | 4.600 | 4.600 |
| Concept | #11 | 4.600 | 4.600 |
| Overall | #16 | 4.029 | 4.029 |
| Audience | #32 | 3.400 | 3.400 |
| Theme | #38 | 3.600 | 3.600 |
| Impact | #50 | 2.400 | 2.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The ideas and game mechanics seem well thought especially. I think based the core gameplay loop on a gacha system has the potential to make the game extremely replayable. Furthermore, I admire the tie-ins to real world research concerning UV-C sterilization technology. Im excited to see how this project progresses and I’m looking forward to trying it out myself. Best of luck!
Love the idea! A strong concept with a solid theme of sunflower phytoremediation and UV-C weeding is well-researched and very easy to grasp. The project scope seems to be quite ambitious for a jam at first glance, but the team's tiered cut plan and clear production plan give confidence that it is achievable. Nice work! Looking forward to seeing the final product.
Solid concept! A cozy plant greenhouse is definitely a theme people will enjoy, and I love the idea of using a gacha machine for the seed populator. This GDD is really well written and laid out, a lot of the mechanics and UI has already been sorted out which will make development a lot easier, well done! I also like the direction for the art and tone this team has chosen, low-poly and non-textured is a smart move and is going to make production a lot faster. Plus that low-poly feel will work very well for a cozy game. The score of this plan is great because it is a simple enough idea to finish but can easily be added on to if there is extra time, and the production plan is laid out well.
This game idea is great gameplay wise and research wise, and it seems like a fun game to play. I am confused what the weeds/bad plants effect is in game. In real life it's evident, but in the game it seems like the only detriment is that it blocks a space that could instead be earning money for you. I'm not sure if it's your intention to focus on the money making aspect of plants, but that's just something I noticed.
I luv it so much even before reading the doc, the name already got me, like a plant a seed version of lucky block
I do really love the tone and feel that's being described for the game, but I feel like it will be shadowed by the unclear message the game is trying to send. I don't quite understand when it's stated that: "What the player experiences is no longer the anxiety of drawing cards, but the surprise of nurturing a new life like opening a blind box in a post-apocalyptic wasteland." when a key part of gatcha games, and parts mentioned within your GDD about the game, is that there will be "bad" options that you get. The research that has been done for this game is remarkable, but I think the mechanics and gameplay loop of the game doesn't do the it justice, and strays away from the main themes of the jam.
I think the rough ideas for this are really cool especially your visual style and intent. Your team's research is also very thorough and well thought out. However the actual Gacha mechanic seems a little half-baked in what it provides for the player. Perhaps adding plants that do some good but also have a trade off may be a good idea? Additionally, the mechanical goal of the game seems to heavily betray the intended message. It reads to me as to just accumulate money and upgrade yourself rather than ecological restoration.