Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

TietêView project page

A puzzle-platformer about planting a city's rivers back to the surface, one tree at a time.
Submitted by soffar — 14 hours, 53 minutes before the deadline
Add to collection

Play Tietê

Tietê's itch.io page

Results

CriteriaRankScore*Raw Score
Impact#363.2664.000
Theme#423.2664.000
Concept#453.2664.000
Aesthetic#472.4493.000
Production Plan#512.4493.000
Overall#532.5663.143
Audience#562.0412.500
Scope#601.2251.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

There is a lot going on here. The idea of connecting the city to the underground is interesting. The plan mentions puzzles but they are not explained in detail.

Submitted

This is such an original and creative concept, wonderful idea! This fits the theme perfectly and is definitely one of the more educating and interesting documents I have read so far! The system idea you have of "the player acts in one world to see the effect in the other" is a strong idea, it sounds like there is some mystery or randomness involved because the player will discover the result of what they have done at dawn, is that true? This genuinely sounds like a game where the player can learn quite a lot, especially about a unique ecosystem that most people are not aware of, nicely done!

Submitted

This is a really interesting concept and I love the theme. As a fellow latino (Argentina) I really love to see the call to action regarding this problem. Thinking about our cities and the potential green spaces we can restore to help alleviate problems like flooding is great and I love the phrase "What lives beneath the city, unseen, shapes its surface". The mechanics are clear and straightforward. I would love to have more reference images of the trees and seeds, while also adding some of the art that inspired you. I don't know if the music, sound effects are a big concern as you can use free assets for this matter, but I get that you have a very clear vibe (Brazilian music) going on.

I'm worried, however, that the amount of content you have in mind is too much for the Scope of the jam. Personally, I would scrap the idea of having the daytime as different levels and focus on one thing there. Like a damaged city landscape, flooded with both water and grey buildings (although I know Brasil is really colorful). As you explore the underground and plant seeds there, the daylight scene changes to match the actions the player does.

An idea regarding the loss condition, you can check a game called The Swindle. There you have a set amount of time (in days) until a thing that prevents burglars becomes operative. Each completed level is a day, if you lose (you are killed) it also takes a day. You can exit the level early if it proves too difficult. Maybe the daylight scene is about too flood unless you get the Mata Atlântica trees planted. If you fail at the night part of the game, the days go by.

Developer(+1)

Thank you so much for your really thoughtful feedback, means a lot coming from someone who also feels/live this issue on a daily basis !

We'll consider the idea you sketched: a single, persistent surface world (degraded and flooded) that visibly repairs itself as the player frees the buried rivers, unlocking new areas as it heals, instead of separate day-levels. It actually reinforces our core idea, eventhough the level design might be harder.

Considering the loss condition (since our fail state is still open), the flood pressure you described (and the Swindle reference) give us a clean way to fill it. We'll probably go for a lighter flooding gauge rather than a full day-budget, since our structure is more linear.

Thanks again for taking the time to read our project : valeu e abraços !