The concept was pretty cool and fun. It's a solid way of sending a message to the player.
Thank you.
Only major gripe is the level select screen, where you say: "What can we eliminate from our life to make it better?" and then show a bunch of leaves/options. It wasn't clear that it was a level select screen. I thought the gameplay had already started and it was some choice based on discrimination of the black leaf or something. Though the player figures out that it is a level select screen eventually. Also, I am confused as to how the leafs or tree pertain to the overall message or design of the game. Make the connection more clearer if you're going to use leaves to symbolize different levels or situations!
Will the demonstration of tree and leaf was a way to improve the message of the game in an artistic way : The tree is a symbol of life and in any tree life there is a time (autumn) when it eliminate parts of it (leaves) parts that won't do any good for it's existence. Such that a life of person should be, there is moments where we have to stop and examine our life and see what can we eliminate from it to make it better?
I hope I made it clear. If so, I would love to hear your suggestions to try and make it more clear to the audience.
The screen between the Start screen and the Level select screen is a bit weird. It seems to be a preloader or something to advertise yourself, but it seems unclear as to whether the player can choose to skip it or not (which I wanted to: didn't realize I had to wait for it to finish)
That screen was made in a hurry to show that this game was made for the Ludum Dare contest but it will be replaced with more appealing one.
Great stuff! Would like to see how you improve on the concept.
Thank you for your interest. We will be sharing it here and in our facebook page :
https://www.facebook.com/ThawraTeam