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A jam submission

Green PlanternView project page

Plant & Survive
Submitted by Johnny Fisher — 3 hours, 42 minutes before the deadline
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Green Plantern's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetic#153.9093.909
Gameplay#183.3643.364
Audience#193.6363.636
Concept#223.8183.818
Overall#263.2533.253
Synergy#273.2733.273
Theme#283.5453.545
Scope#342.8182.818
Impact#362.4552.455
Production Plan#382.4552.455

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Name
The Acquaintances

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Comments

Submitted

I think the art department has a really clear direction in which they are taking the game. I feel the game has a lot of potential for being a vampire survivors' kind of game but instead of enemies the player grows crops/plants to fight the environment. However, I find it quite difficult to envision the game in some instances. How many weathers, enemies and crops do the game has? Are there stages like you got time to prep or is always nonstop fighting the climate apocalypse? If the farm has no crops planted the player loses, but do edible crops still count even though they don't protect the player from the weather? 

I'm deeply curious about some of these things. As another comment mentioned, this looks like a dark take on Stardew Valley so I can't wait for more gameplay reveal to clear some of my doubts. 

Submitted

I really like the look of your assets that you have so far! I would like to see what the mechanics of your game are so I can see what the timer/health bar in the corner is for! You are doing a great job so far just need to see more mechanically! Have fun!

Submitted

I'm liking the direction the art is headed in, but as others have noted I'm having a hard time figuring out how the mechanics are going to play out and interact with the art. Your production plan could benefit from some more detail and hard deadlines. Its a very unique story and I hope the final product will capture the high stakes scenario that our main character has found himself in.

Submitted

The art assets are really coming along! However, the gameplay is hard to envision in my head since there’s so many mechanics. The one that’s odd to me is the alchemy. Is there a specific reason why the player knows alchemy? Does it tie into a climate solution related to farming and extreme weather conditions? The call to action also isn’t very strong; the gameplay seems fun but the game doesn’t really feature a solution to this sort of climate issue.

Submitted

I liked your idea, it really reminds me of Stardew  Valley with a darker back story.  However your impact is a bit vague so spending some time on clarifying on how the game play will execute the solution(s) will help; it does seem like spreading awareness of different plant needs is your goal, but going slightly deeper then that might increase the impact. The art is really coming together. I look forward to seeing more assets implemented as well as more mechanics. Getting the game to be a game should be priority; coming up with a more a specific/laid out game loop could make it easier to be more efficient in completing/making small milestones. As well as having an overarching game play walkthrough to reference (like a story board).

Submitted

This seems like you have a solid idea! I would suggest prioritizing getting your systems and mechanics done first, and protoyping to make sure they work together well, as that seems to be where your game will shine the most. Looking forward!

Submitted

  • -Gameplay – Does the project have clear mechanics, win / lose conditions, and player progress / interaction?
    • I like the idea of the time-based planting system with having to wait a certain amount of time for plants to change and grow for the player to water them. I am a little unclear of what you are planning mechanically for when the plants are attacked by animals, but otherwise looks really cool and I can see a great direction this is headed.
  • -Aesthetic – Is there cohesive visual, audio, and/or narrative direction?
    • I was a little worried about the cohesion between the narrative and the visual style in the ways it was described in your gdd, but after seeing your work on this sprint and understanding a bit more the visual direction of the game, I think I was def thinking about it too deeply, and I am excited to see what y’all cook.
    • Still no detailed sound stuff makes me sad. 3: USE YOUR SOUND DESIGNER!!!!! /lh /hj
  • -Synergy - Do the game mechanics and artistic decisions support and enhance the project's intended theme and call to action?
    • Though there is the GDD, I don’t think I have a clear enough picture in my head of the gameplay to realistically say If the gameplay can support the project’s themes. Although, I’ve already touched in the last sprint about the sort of dissonance I kind of feel between the idea of a bright and cartoony art style and the themes of managing through extreme weather, although I have not seen everything yet, so who’s to say 🤷‍♀️
  • -Scope – Is the scope of the project reasonable for the timeline of the jam?
    • Scope seems reasonable, as mentioned in the last sprint. One location, only big challenges I can see are implementing mechanics (which you all seem to be aware of, so 5 big booms) and iterating on plants and storms, which can definitely be scalable.
  • -Production Plan – Is there a clear path to completing the project?
    • We are a little further into the jam, but it seems like you have the same production plan as last sprint, which is nice, but I think a little more detail to share would be nice. Still very much looking forward to this project.
Developer

Thank you for the thoughtful reply :) 

Submitted

The tilesheets and animations look nice! I am a bit concerned about the number of mechanics in the design document. It seems like it would be a tall order even just to convey these mechanics to the player, let alone develop them all before the deadline.

Submitted

While the pitch of the game is extremely compelling and design document manages to outline the mechanics, win condition, there is no clear "call to action". I have high hopes for this project, but I fear that the scope and lack of clear production plan could lead to rushed content in the endgame. Overall, I suggest budgeting time more efficiently and homing in on a clear goal/call to action in hopes of putting out a game that's as good as the initial idea.