Over all great game loved the theme, my only issue was the first person style controls I kept getting confused with my orientation. I think project zombie or RPG like controls would make this game superb!
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Guerrilla Gardening's itch.io pageArtistic Statement / Use of Theme
This game is about empowering people to make a real, equitable difference in their lives by planting one seed at a time. There is an argument around the morality of land enclosure and public spaces itself, but that is not the focus of this game.
Guerrilla Gardening attempts to bring grassroots knowledge to people who can make a difference just by rethinking the green spaces on their route to work every day. The game invites players to engage with this very challenge during gameplay. Guerrilla Gardening is a relatively low risk activity to the individual that can improve the health and wellbeing, and biodiversity of the communities in those areas). There is a history of this form of cultivation and resistance around the world - cultivation of community spaces, resistance to the gentrification and colonisation of stolen land. It is the application of this philosophy that Guerrilla Gardening invites the player to explore.
The game will allow the player to explore the ideas needed to reduce their dependence on the food supply chain, and the community and culture that could develop around the re-greening of your route to work. The game will use NPCs to provide conversations to enrich the world and provide context as to the pro and con for formalising Guerrilla Gardening efforts with local authorities .
This is a cosy, optimistic experience that invites players to experience micro-level guerrilla gardening by cultivate and re-green urban environments that represent their commute to work. Any self actualisation that occurs is entirely incidental. This games intention is to have the player question the lack of green spaces around them during their commute, and offer ideas for how they could change that.
Development Summary
The approach to the level design changed significantly during development. Initially a mission based linear game, we shifted to a more metroidvania style level. The pitfalls were around sprint scheduling, and this made it very challenging when we had to simplify much of the NPC interactions.
(optional) Further Development Plan
Overhaul of the level, progression, and equipment system. Player onboarding and juice/game feel.
Topic Tags
food independence, grassroots activism, re-green urbanisation, increase local biodiversity
Sprint Participation
yes
Game Engine, Platform, Format
Unity, Windows Exe
Generative AI Disclosure
No








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