I absolutely adored this experience and love to see work from a fellow bee team! I had such a fun time with this game and the art and music was fantastic as well. I would love to play a full version of this game and would love to see where the team takes it if you were to take it further. Amazing work!
Crooked
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There was a really early game breaking bug where I got stuck in the grafting menu and could not exit it or leave the game because the exit button was being blocked by the grafting menu. After restarting the game, the objective was very unclear even after the tree explained it to me so I feel some more dialogue would really help players understand what they are supposed to be doing. Also there was no way to reread the grafting mechanic explanation which made it difficult to understand what I was supposed to be doing or if I was doing anything successfully. I think player feedback would help communicate if actions are helping the environment also it is unclear how the grafting mechanic works because even after collecting items across the entire map nothing seemed to happen.
The art style reminds me a lot of the early sims art style and it made me very nostalgic. The music was also very relaxing and calming. I am unsure if anything more was supposed to happen other than me planting different things and decorating the space but I was not able to get anything else to happen other than that. I feel it has the potential to be a cozy planting sims like game.
I could not get past the opening screen for this version of the project, none of my inputs did anything, but from downloading some of the other versions you have uploaded it seems like a really unique platformer and based on the screenshots the visuals are really cute as well. If I could get to play a fully working version of the game that would be great because I want to be able to enjoy the full intended experience. I feel like with some polish and dialogue implementation it could be a really cute platformer.
Really smooth experience and really stunning visuals. I am a huge fan of games like "please dont touch anything" and this reminded me so much of that. I love the concept of being a scientist trying to unlock the best genetic code in order to plant a seed to save humanity. I had fun trying out what would happen if I released different types of seeds and starting over from the beginning. Overall it was a great experience and I would absolutely love to see this taken further.
I had a really fun time with this game and I think you could take it in a lot of different directions. More dialogue and player feedback would be nice to really immerse players in the experience of what they are doing and why they are doing it. I overall really enjoyed the experience and think it is a very fun farming game with a unique mechanic.
I really enjoyed the game overall and loved the art direction it went with. I had a fun time with my first run through until I reached a game breaking bug in level 3 where trash was spawning out of bounds where I could not reach it and then after I lost the level and restarted I played until a point where trash just stopped spawning and I could not progress and when I tried going to the main menu and hitting continue it just greyed out all the buttons and prevent me from playing until refreshing the page and having to start over from the beginning. I overall enjoyed the experience and would love to see where it goes if it was taken further.
I really love the visuals of this game and as a fan of point and click adventure games I loved the experience. I will say the dragging mechanic is a little finnicky at times with the crafting menu also I'm unsure if this is a bug or not but I seemed to be blocked off from progressing in the story after leaving the house. I was able to fix the outside of the windmill and clear water wheel from the tire but using the planks on the beaver as the game suggests does nothing so I was unfortunately unable to progress further from that point. Overall I enjoyed the visuals and music and would love to get to experience the full game start to finish.
I really liked the artstyle it was really cute and the concept is really unique I've never played anything like it. I would say some explanation on what each of the items are actually doing to the planet would be nice so there could actually be some strategy to balancing everything because it felt like just randomly guessing until you happen to stumble upon the right answer which I couldn't reach after over 30 minutes of trying different combinations. I was really looking forward to trying out the second level but I couldn't reach it and just kept getting frustrated every time the data center showed up and seemingly ended my progress. I think more communication and dialogue would really help the experience.
Really fun concept and the visuals look great from the screenshots, I unfortunately had the same issue as the previous commenter where I could not get past the main menu as the play button doesn't seem to work. I'm really excited to get to play it as it caught my eye from the beginning so great work on the visuals again and a really lovely concept.
Really fun concept to break down climate issues into a Dumb Ways to Die style game minigame player! I really enjoyed playing through the game and found it really engaging as I wanted to keep going and getting faster. I will say the tone is very pessimistic and there is only one solution that I saw offered in the game and the rest felt more like a warning. Some other games towards the end that have you doing the opposite or reversing the problems may be nice to give players a sense of hope because the ending left me feeling a little disheartened.
I love games like Fran Bow and Little Misfortune so this was a treat! I love the point and click element and the visual design is stunning. The music pairs so well with the visuals to create a cohesive atmosphere, I especially love the character design. I agree with another commenters that a little glow effect or something would be nice to differentiate between background objects and interactables. Overall, great work keep it up, I'm excited to see everything come together in Sprint 4.
The biodiversity tower-defense concept is really compelling because plant relationships are not just decorative, they are the main strategy. The project has excellent thematic synergy and a strong visual direction, but the team should reduce the number of levels, plant types, and simulation systems so the central tower-defense loop receives enough polish to stand firmly on its own. Overall, its a beautiful prototype and great work so far.
I really enjoy the concept and idea here. Its strongest feature by far is the connection between mechanics and message, though the team should clarify the ending, add meaningful upgrade choices, and narrow the feature list to protect the scope. There are very clear and creative connections to the theme, and overall, it was very enjoyable.
There's a clear, satisfying tycoon loop built around repairing and deploying restoration bots, and it serves as a strong foundation. I feel like the main area where you could explore further is the relationship between the ecological restoration and the game's economy. The pitch places more emphasis on generating a lot of passive income rather than understanding or participating in the recovery of the Earth. Overall, it's a very promising and marketable concept, and it can become much stronger once the player is also optimizing restoration and not just a money machine.
Really strong central hook with using different species as puzzle-solving tools, it creates a fun and intuitive connection between the game's mechanics and subject. There is also a strong emotional foundation that I feel will make the robot's journey feel much more meaningful without requiring a large amount of dialogue. The only thing that is concerning is the scope of the project, especially with each plant requiring its own interactions, animations, logic, and failure opportunities. I think a strong next step would be building a vertical slice around a couple of plants first , and once that's completed, start implementing others. I can't wait to see where the project goes!
There is a really strong and cohesive concept here, especially with the environmental restoration being expressed through the player's moment-to-moment decisions, rather than being limited to narrative exposition. The art and audio direction do a good job supporting the intended movement from isolation and damage to connection and recovery. I recommend prototyping one thought-out plant relationship before expanding the system. The art direction is so strong already and I'm looking forward to seeing how the mechanics work out.
There is a very strong and compelling central idea with the cards doing more than providing resources and attacks, but having them build an ecosystem and determine how that ecosystem responds to external pressures. I especially enjoy that players are given additional chances to repair their mistakes. I feel this communicates climate resilience and long-term thinking more effectively than punishing player experimentation. I think the team's next step should be defining a small vertical slice with a fixed starting deck, one crisis, one recovery route, and a clear end state. I would also recommend deciding whether the intended experience is mostly cozy, strategic, or cautionary, and then moving on to establishing a few firm visual and tonal rules around that choice.
