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A jam submission

Fixing-Car-Centric -CitiesView project page

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Fixing-Car-Centric -Cities's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetic / Art / Sound - How cohesive is the aesthetic? Is there a clear theme?#154.1674.167
Well Planned Production - Is there a clear production plan?#154.1674.167
Use of Themes - how effectively or uniquely does it engage in the jam's themes?#194.3334.333
Overall#224.0334.033
Promising Idea - How interesting is the concept? Would you want to play it?#254.1674.167
Reasonable Scope - How reasonable is the scope for the timeline of the jam?#493.3333.333

Ranked from 6 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?
The concept of our game is fixing car centric cities in order to reduce emission, therefore it ties in with the jam's theme of climate change in a way that it will educate players about ways to reduce emission

Use of Theme / Inspiration
We had several good ideas within the team but this idea in particular caught our attention as some of our team members experience the difference of living in a car-centric city and not car-centric city. And we believe that a lot of other people would agree as well based on research. We would like to have the players not only experience/realize this problem hands-on, but also provide them with more detailed knowledge of the root cause of car-centric-cities. Another thing that inspired us to go with this theme is the fact that a lot of existing games tell the player about the existing issues, but not necessary the solutions, so we want to accomplish that.

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Comments

Submitted

Great idea and take on the theme, maybe too ambitious with agent pathfinding and all but you seem well organized, I hope you can pull it out.

Submitted

I love the idea of a "deckbuilding" city sim instead of an expansionist framework. I think that's hitting all the right notes of getting players to reconsider which societal practices can continue in a greener world, which must be heavily modified, and which must be abandoned altogether. Your timeline for production is also looking strong and clear.


I wasn't sure if all the stuff at the end of the document was brainstorming from each individual team member, but one of the challenges the jam might present for a team this size is coming together around a cohesive vision. For individual team members, that might mean giving up a couple of pet features that would be "nice-to-haves" in order to land on a really polished core experience. Loving what I'm seeing so far, and excited to play this one a couple weeks down the road! :)


Thanks for participating in the jam, and for getting off to such a great start!

Submitted

This is a very compelling concept and a great way of pointing out the myriad inefficiencies and issues inherent in car-based infrastructure. I like the idea of deck-building, or cards as a system for this game, because it introduces a player aesthetic of uncertainty - will their new plan be better or worse? - which could motivate player stagnation or fear of risk-taking as a way of showing how reluctant our cities are to create meaningful and sustainable infrastructural changes.

I would also advocate for a set of corporate interests players must navigate as well as a base morale metric, to show the impact of lobbying and capital pressure on climate policymaking and demonstrate the unsustainability of serving those interests.