The graphics look a bit messy and need some improvements.The text is hard to read. I also find it kind of hard to understand what is going on and what impacts do my actions have on the building speed.
Seems like the only thing I could do was whip and pet the slaves, and aside from the whipping causing my happiness to go down (or unhappiness to go up? really confused) neither option seemed to affect the game.
I need more agency, more challenge, and more feedback. This is just a really long loading screen disguised as a game :T
Some of the slave animations were cute. Maybe just having a couple sliders to the side to control meal rations, sleep time, etc would be a nice alternative to the whip/hand. And let me know how my actions are influencing the game.
@aras0000 "Maybe just having a couple sliders to the side to control meal rations, sleep time, etc would be a nice alternative to the whip/hand. And let me know how my actions are influencing the game." It's already is :D you can change scean when you hit arow. (meal rations, water rations, sleep, time for girls, time for prey).
Its quite fun, but your first try is impossible to get anywhere as you have no time to experiment with what the effect of settings is. Maybe days should be longer in real time so that you can try some stuff day one and then let the slaves work hard the rest of the week.
I tried several times but didn't even get past 60%
I have no idea what I'm doing wrong, I tried being nice, I tried being not so nice.
It's too bad because the game feels like it could be fun if I got some feedback
It's a nice idea for a game and the basis is there. With a bit more work I think you could get a very cool game. The animations of the stick figures are quite cool, especially the hanging one. As others have said it would have been nice to have some indication of what your actions were doing. You mention in the guide that whipping gives a 5 second bonus on the speed so it would have been nice to see something pop up on the screen to count down or to show that there was that bonus. The graphics are quite good (at least much, much better than I could really do in that time in that style) and the only thing I could say with them would be the white borders around the stick figures. I don't know if that was intentional but for me it took up a reasonable bit of the screen and didn't quite look right. The side screen where you set the details is quite cool and being able to quickly see how much that would affect their happiness and sadness was very helpful. The only thing could be to potentially name what each of the settings did as one of them was a little difficult to figure out from a quick look. All round it is a very good idea and a quite good game (and quite difficult) and a very good attempt at LD36.
Nice conceptual idea.
I couldn't really see my actions influencing the game.
I tried letting the default run, I tried being the "nice guy" and also the evil overlord and couldn't see how it affected the game, up to the point I lost.
You should focus on feedback to the player. If the effects of their actions are not clear you will never engage them.
Thanks to everyone for comment. Now i know what i should made better. More Feedback, More information how to play at start. That my main things which i will develop in the future. Sorry for my English skill.
Hey I just played your game, that was funny ! As everyone said, the main problem to enjoy the game as its full potential is that we have bad feedback and we don't know how exactly our actions influences the game.
Some solutions, great the reaction to actions, a slave missing rest should have an icon, an animation and a red arrow down to show he works less. Happyness / Sadness is a good idea, maybe you should write what it implies (a work multiplicator ? A production per second (eg: 0.5%/s).
Visual are not that bad IMO, simply you made the whole thing on the whole screen so it looks so big ! The text centered would have given a better view for the same work you did.
Anyway, the concept is ambitious, I'm happy there are ambitious games ! I had fun, I'd have liked more feedback, I guess this is your real "problem" :)
The concept of the game is great. It is hard to see the effect of your actions though. The texts are hard to read and the intro disappeared before I could finish reading it. The graphics are really messy. I think this game has potential, if the player can better see what the impact of their actions is. I would love to see a more polished version of this, that could be really fun! :)
One great problem in the game is what many others have said before: it's hard to know how to play.
But the main thing I think you should improve is that you should try to narrate your story without large text boxes. It's quite more powerful to show than to say.
I whipped them and they rebelled. I restarted. I whipped them and they rebelled =) I couldn't get a sense of how my tweaking parameters affected the build speed, or even what some parameters meant, but I guess the task is to identify that in the process of adjusting? Maybe not graphically the most polished thing but it's a complete game which is great.
And yeah, the exit button doesn't while in game.
Overall, good idea.
I need more agency, more challenge, and more feedback. This is just a really long loading screen disguised as a game :T
Some of the slave animations were cute. Maybe just having a couple sliders to the side to control meal rations, sleep time, etc would be a nice alternative to the whip/hand. And let me know how my actions are influencing the game.
I have no idea what I'm doing wrong, I tried being nice, I tried being not so nice.
It's too bad because the game feels like it could be fun if I got some feedback
Music wasn't really my cup of tea :)
I couldn't really see my actions influencing the game.
I tried letting the default run, I tried being the "nice guy" and also the evil overlord and couldn't see how it affected the game, up to the point I lost.
You should focus on feedback to the player. If the effects of their actions are not clear you will never engage them.
Hmmm...
So the concept is great...
But the graphics aren't.
so yeah...
Take your time for the art,
make the text easier to read and your set.
Some solutions, great the reaction to actions, a slave missing rest should have an icon, an animation and a red arrow down to show he works less. Happyness / Sadness is a good idea, maybe you should write what it implies (a work multiplicator ? A production per second (eg: 0.5%/s).
Visual are not that bad IMO, simply you made the whole thing on the whole screen so it looks so big ! The text centered would have given a better view for the same work you did.
Anyway, the concept is ambitious, I'm happy there are ambitious games ! I had fun, I'd have liked more feedback, I guess this is your real "problem" :)
Thanks mate ! :D
But the main thing I think you should improve is that you should try to narrate your story without large text boxes. It's quite more powerful to show than to say.