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Green Plantern's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetic | #15 | 3.909 | 3.909 |
| Gameplay | #18 | 3.364 | 3.364 |
| Audience | #19 | 3.636 | 3.636 |
| Concept | #22 | 3.818 | 3.818 |
| Overall | #26 | 3.253 | 3.253 |
| Synergy | #27 | 3.273 | 3.273 |
| Theme | #28 | 3.545 | 3.545 |
| Scope | #34 | 2.818 | 2.818 |
| Impact | #36 | 2.455 | 2.455 |
| Production Plan | #38 | 2.455 | 2.455 |
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
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.
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!
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.
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.
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).
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!
Thank you for the thoughtful reply :)
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.
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.