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Growth is Good's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Reasonable Scope - How reasonable is the scope for the timeline of the jam? | #7 | 4.375 | 4.375 |
Aesthetic / Art / Sound - How cohesive is the aesthetic? Is there a clear theme? | #12 | 4.250 | 4.250 |
Overall | #16 | 4.225 | 4.225 |
Use of Themes - how effectively or uniquely does it engage in the jam's themes? | #17 | 4.375 | 4.375 |
Well Planned Production - Is there a clear production plan? | #18 | 4.000 | 4.000 |
Promising Idea - How interesting is the concept? Would you want to play it? | #28 | 4.125 | 4.125 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your concept engage in the jam's themes?
Our concept explores the motives and mindset that are central to the continued disregard for pollution, and the commodification of nature in the pursuit of economic power.
Use of Theme / Inspiration
Perhaps the most compelling aspect of the themes, and the one that our game centers around, is how competition and greed are the main driving forces behind corporations’ disregard for the environment. We incorporated this aspect into our game through giving the player the objective of building the highest tower possible (symbolizing the pursuit of monetary success). The game’s mechanics express how blind ambition and profit maximization are in direct opposition with concern for the world, all living beings, and future generations to come.
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Comments
I really liked this project with it's action and effect loop. I was wondering how you would make the story element of it clear? would there be some dialogue or pop ups? Also I find the collage visual direction pretty fascinating
This combines probably the most classic game play loop of tetris with the aesthetic of our waste management practices, Idefinitely think there is a deeper message that can be found here. I hope you are able to explore it to its fullest potential.
An honest, well-scoped jam game. One thing that may be an issue, unless you already resolved it or I misunderstood something, is that tetris-like narrow vetical action screen may cause issues with physics-based game (where pieces can move friely).
It is a nice idea but maybe too complicated? I wonder if it would not be fun just building towers of bottles, cans and other trash. Anyway, the idea is well described in the document.
I really like the idea for the dichotomy between fuel and nature blocks as a gameplay mechanic. I also think the message is conveyed very clearly.