Magic Garden

Garden to unlock different plants, but pay attention, they may behave in magical ways!

Magic Garden Reflection

Reflect on your concept demo by answering the following questions:

  • Is it representative of the core loop you wanted?

  • Did it give you an answer to the question you posed, and if so, what is the answer?

    • Remember the answer can be negative (i.e.: "this idea is not fun") and the prototype can still be a success!

  • How would you change it, if at all?

  • Where would you take the idea next?

Our finished product has a lot of the similar aspects of our original idea, but it is not the same core loop. We originally wanted to create a game about selling and crafting flowers/potions, with gardening as a small part of the game. We decided to change it to only have the gardening part because it was a lot easier in our time frame, which also simplified the game loop. I think that we successfully included most of this new idea into the game, with some small parts still not fully implemented. I think that we pivoted a lot from our original idea/question, but I think our end product can still answer the question. We did not end up doing a tower defense game, but I think the answer to our question is yes, creating a game with different plants and effects can create an engaging game for the audience. We were super ambitious in what we wanted to do, so I think some of the parts did not come across as well as I wanted. I think I would scale the game down and make sure each part works really smooth. I think next, I would implement the few things we didn't have time to and polish it off. In terms of big changes, we talked about implementing the rotating shop/customer mechanic we had in our originally idea. I think this would offer more variety and change in the game, and keep the character moving towards a specific goal versus just growing plants.

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