The art style is so cute and all of the assets so far are looking great, I'm excited to see what you guys have to play soon!
vyyy-ttt
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I love the UI and art style a lot, very cute! The game is simple to play, but the different button combinations make the player want to keep playing to discover different outcomes. I also agree with the fact that because there aren't any verbal descriptions, it primarily feels like a guessing game and doesn't convey any resonating message. Great work, regardless!
I like the concept and the art! I agree with the character art clashing with the background art, so I would prefer the character's art to be hand drawn to match. As for the UI, I would section each part off and/or use a font that matches the art style of the game for better readability between different parts of the schedule. Good work so far!
I love seeing how the original pitch transformed into such a pensive game idea! The different answer choices could uncover some interesting emotions within the player. However, I think I'd like to see some more emphasis, either on the player or the overall narrative, on the tourism/tourist part of this specific issue!
Love this narrative a lot! The post-apocalyptic setting places the player in a very specific emotional space right off the bat. I'd say for the various plants you're planning to include, it'd be a cool if they could only grow in specific spaces/environments in the level that matches their native climate in real life!
This game sounds really cute! I really like the transition from a greyscale environment blooming into something more colorful. From my understanding, I see that choices will have varying costs and synergies that can lower the temperature and increase happiness. Will it be possible for choices to lean towards the negative side and produce adverse effects instead of only positive ones?
I love how this idea focuses more on the emotional impact of climate change! It has a more passive style of play, but I think this is definitely a good means for sending the message across to the player about each choice's effects on the environment. I do see where the concerns for scope lie, but it seems like you guys have a solid idea on what work to accomplish, how it should look like, and what to cut if needed.



