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Pentagunal

8
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A member registered Nov 13, 2022 · View creator page →

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Solid concept with a detailed narrative and synergistic tone. I suppose I'd like to know a bit more about the game mechanics: how does the player gather, test, and mix samples, and how does it become more complex over time?

This seems like quite a large project, but based on the video, you seem on track to get it done. I suppose I'd like to know what exactly the player is going to be doing to complete the quests, since the game design document was a bit nonspecific in describing what the moment-to-moment gameplay looks like. I'm excited to see where this project goes! 

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.

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This seems like quite a fun project! I like the focus on biodiversity and educating players on different kinds of plants. One thing I am curious about is how these mechanics might allow for a difficulty curve. Will plants later in the game be harder to tell apart? I also don't have a very good idea of the game's aesthetic direction (at least, just going off the materials that were submitted this sprint).

This concept has a strong identity and clear production plan, plus some really good narrative potential. I'm excited to see where it goes! My main question is how the player knows which seeds to provide each customer. Do they have to puzzle it out based on the request, or by using real-world botany knowledge? It says the issues become "more complex" over time, but how?

This is a fun concept with a clear direction. The clearing up of the sky is a creative and engaging way to gauge how well you're doing. The gameplay loop is a bit nondescript, I don't think I would know what the player is doing on a moment-to-moment basis if you hadn't included the Sort the Court reference.

The concept is Absolute Cinema. I appreciate the level of detail in the production plan and the innovative call to action. I really only have one criticism: there's a lack of detail in the game mechanics (cards, roles, resource management, distributed storytelling power), which makes it difficult to picture the moment-to-moment gameplay. 

The concept is very clear and it fits the themes of the jam well! I wonder about the scope of the numerous environments, but it's good that there's a backup plan to achieve a minimum viable product if that ends up out of scope. My one criticism is that I can't get a good grasp on the aesthetic qualities of the game, which also makes it a bit difficult to envision the potential audience.