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There are a bunch of submissions and I wanted to give feedback to everyone, so I'm going to list some strengths and weaknesses that I perceive from the GDD's in this challenge (take with a grain of salt, I recognize the challenge this jam theme + time limitations, especially during a holiday weekend).

Strengths: This concept is cool as hell. I was a little intimidated by these enormous tables at first, but there are really cool ideas. Honestly, I would probably cut these down if you wanted to make this game, because the scope of this project would probably take a good number of years to develop at the current size. I'm not familiar with everything on the table, but having used CRISPR in my previous line of work, I appreciate your thoughtful usage of it. That said, I would like to see puzzles so I can understand how these things help solve puzzles.

Weaknesses: Right away, I would (personally) caution you to make documents for narrower audiences. Truthfully, I never use one document for every audience, and I even have separate docs for different parts of the team on a bigger project. Not everyone is going to want or need to read a 28 page document, their time can serve you better being used elsewhere. I think the elevator pitch is too long (it's meant to be shared very quickly and get to the meat of the game, but right now it's very pretty writing that says nothing about how the game plays). As I've said on other GDD's, it would be invaluable to shorten this document by replacing some of these blocks of text with diagrams or visual examples. A picture is worth a thousand words, and they're easier to break down quickly. Similarly, the core loop describes how the player interacts with the game (generally) but it isn't giving enough of a moment-to-moment depiction of the game. You came up with an interesting system "Time Batteries" but you never referenced them again in the GDD. It's not so much that this is an impossible mechanic, but you said it was important to the narrative, and then didn't bring it up in the narrative section again. 


TL;DR: I think this project should be cut down in terms of scope if you want to make it as it's enormous. There isn't enough clarity as to how the game actually works, and the document would largely be served by reducing scope (audience, topics covered) and including diagrams to give visual representations of gameplay.