Struggle of a Tree is a solo Global Game Jam 2023 project built in 48 hours. The goal was to ship a complete game around an unusual core concept: guiding roots through underground terrain to survive.
Project context
- Status: Shipped
- Platform: Browser
- Genre: Casual / Survival / Jam
- Engine: Unity
- Team context: Solo development (with external asset packs)
- Link: itch.io page
My role and responsibilities
- Defined and designed the core concept
- Implemented all gameplay systems solo, with all code written by hand
- Scoped features to ensure a finished build
- Set progression direction, even though full progression did not ship
Design focus
This is primarily a scope and execution project. The biggest success was reaching a coherent playable state under severe time limits.
I prioritized:
- readable controls and feedback
- a clear survival objective
- stable build scope over feature expansion
- replayability-minded structure where possible
Progression note (planned, not shipped)
I had planned a broader loop where successful growth would lead to reproduction, relocation, and repeated runs with evolving benefits. That direction did not make the final jam build.
This was an intended progression path, not a shipped feature.
Outcome and lessons
Struggle of a Tree demonstrates practical decision-making under pressure and willingness to cut scope to preserve a complete player experience.
Main lessons:
- shipping a coherent core loop is better than over-scoped ambition
- progression ideas need early scope reality checks in jam contexts
- solo development rewards ruthless prioritization
