The biggest problem so far, visually, is that the world has appeared too empty. In a way, that was intentional, as the fundamental story of the game is about the main character bringing the world back to its feet. In our 2D arrangement, the emptiness was a little bit more bearable, I think, with the lovely parallax effects adding a certain abstract heart to each scene.
Unfortunately, it was harder to get a similar effect in Unity without increasing the visible distance to insane lengths, so the world ended up just looking a bit bland. It left us with only one course of action, to rethink how the world itself should "work", ie, what should fill its spaces? In the original design document, any organic material (wood, etc) had long been faded away into dust. Now though, we've gotten a little more liberal with the idea of a dead world.
Rocks, wood, houses, and even whatever is used on the blades of a windmill, all managed to survive the fictional apocalypse.
The game hasn't changed though. The message still remains. Stuff's never hopeless.
Also, I've been working on a short video showing some diversity in the Sprout scenes. Take a look!
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