Your core concept, scope, and mechanics are very well suited to a solo project. The mechanics are relatively simple, but adding small, unexpecting tweaks can be more than enough to make your game stand out without revolutionizing the genre. Now that we're getting into the ladder half of the jam, I think you may benefit from having a more fleshed out production plan so you can more easily split up your work into different deadlines and prioritize different aspects of the game as you iterate.
EllieJae
Creator of
Recent community posts
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 UI is very well done and reminds me of that one browser game called Motherlode. It feels like a diegetic part of the world and gives you useful and intuitive information without feeling too "gamey." The game's aesthetic and mechanical scope are very fleshed out and sets the stage for a very well-polished final product.
You've clearly put a lot of thought into both the limitations and potential of this project. Its great to have an idea that has the room to grow and change as the game goes on while keeping scope in mind. The music and art style go well together and give off that same whimsical energy that puts the player in a headspace to get lost in the minigames you've designed.
This is a very well thought out game mechanically, but I think you can go an extra step in relating it back to the jam's theme, "plant a seed." Your goal of educating the player how to dispose of specific wastes is clear through the gameplay and art, which will make it a satisfying game to play and really get good at. I look forward to seeing how it turns out.
A good concept overall, but I think you can expand on a few points. First, what does the gameplay look like? You mentioned it is a visual novel, but what mechanics will the player use to influence people? Is it purely dialogue, will there be minigames to garner support, etc.? Also I like the exploration of light pollution and the garden at the center of town being a visual indicator of how much the NPCs support the player's goals.
Its a very novel concept for a game that I think presents unique opportunities in terms of how players determine which plants will do best in a given environment. I would think about how much information you directly give the player and how much they need to learn through trial and error. For example, maybe you tell the player exactly how much water a plant needs, but not the ideal temperature it needs to grow. You've got a very strong vision of the games mechanics and visual style as well as an aweareness of content creep, which I think is a great way to set yourself up for success.
The art and tone you chose I think resonate well with your game's goal of healthy optimism and community action. You have a very clear idea of the specific issue you're discussing and I'd love to see more about what the player is organizing the community to do in regard to the data center. Are they going to urge the local government to revoke their building permits? Are they going to sabotage machinery to slow down construction? Will they appeal to the construction workers directly to abandon the project and join the community alliance against the data center? There are a lot of interesting routes you can go with it and I can't wait to see what the end product looks like!
The only concern I would have is scope, because when you have a branching story it can be easy to let it get out of hand quickly and you end up with too many endings or conditions you have to account for in the narrative.
The art and tone you chose I think resonate well with your game's goal of healthy optimism and community action. You have a very clear idea of the specific issue you're discussing and I'd love to see more about what the player is organizing the community to do in regard to the data center. Are they going to urge the local government to revoke their building permits? Are they going to sabotage machinery to slow down construction? Will they appeal to the construction workers directly to abandon the project and join the community alliance against the data center? There are a lot of interesting routes you can go with it and I can't wait to see what the end product looks like!
The only concern I would have is scope, because when you have a branching story it can be easy to let it get out of hand quickly and you end up with too many endings or conditions you have to account for in the narrative.




