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A jam submission

Telling the BeesView game page

A rhythm game about beekeeping and what we pass on.
Submitted by kaosi, Andorios, Sivavis, Crooked, Audrey, rsilletto — 6 hours, 49 minutes before the deadline
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Telling the Bees's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetic#15.0005.000
Audience#134.0004.000
Impact#134.0004.000
Concept#154.4294.429
Overall#154.1224.122
Production Plan#184.0004.000
Theme#194.2864.286
Scope#403.1433.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

The world you have imagined for this game is rich and inviting and the idea that breath is the game mechanic is certainly innovative. I am excited to see how this comes together as the production moves along. The documentation and work put in so far is intensive and clearly passionate. I must be honest, I had a hard time following how the game will play exactly. I like the idea of the harmonica; I think it innovative and I love rhythm games. 

I can tell that you have a clear, well-developed, detailed vision for this game but it may be too detailed for the scope of the jam. I look forward to seeing it as it comes together.

Submitted

It's clear that the narrative of this game is the thing that has been though out the most. It's rich and elaborate, and communicates the dynamic with Nao and the world around them well via the players actions. From an artistic standpoint as well, this game sounds beautiful. Mechanically speaking though, it feels like the players actions don't hold a ton of weight. It really feels like the most interactive part of the game is the walk, rhythm game but the rest just feels like 'here's what happened *because* of this walk.' Outside of that, it doesn't read like there's much of anything else the player can control. 

As with others, scope sounds like a big challenge to keep under-wraps. Because of the way you have designed the narrative, there sounds like so many moving parts, and adding several different camera POVs will only create more work. It might prove the project well to really hammer down the rhythm game mechanics first, make sure they're fun and engaging for the player, and then focus on the narrative. 

Submitted

I think your concept and narrative are really beautiful and vibrant. The greater focus on the characters and how their journey affects their setting is potentially interesting and poignant, but if you bolster the environmental impact on the world and the bees (maybe through gameplay extending beyond pollination of the flowers and showing how it changes the environment over time), it will emphasize the themes surrounding climate more strongly.

My biggest concern that jumps out is your scope. This is a very ambitious project and I am impressed with what you have come up with. However, I'm not sure that a month and a half will be enough time to make the full game you put forth in your GDD, with all the art, gameplay, and narrative elements you want to include to make your game what you want it to be.

Submitted

I think the aesthetics will be will good especially if you put the level of dedication you put on the plan into the game. My biggest issue is that the scope is going to kill your game either the artists are going to be working overtime or the gameplay is going to hold you back. I think the idea of going down a forest path and interacting with nature is interesting but after some time it'll feel one dimensional. I would try to make sure the gameplay actually is fun especially since this seems more movie than game at certain points.