SimuCorp by Nick Rafalski
Operate a business by managing employees and the office fixtures!
Hire new employees, grow your building, and make as much money as possible!
Click to play in browser!
Game Background
You're CEO of SimuCorp, a (soon to be) household name in the something industry!
Manage your building, employees and payments in order to make the most profit you can!
How To Play
The goal is simple, become a titan on industry by operating Simucorp for as long as possible without missing a payment!
- Furnish the office with a balance of productive tools, as well as fun items that let employees recover motivation.
- Hire and fire workers to balance profitability and payroll requirements.
- Balance cash-flow around critical days of the month to pay your employees and make rent.
What is going on?
- As minions work, they will seek out productive tasks
- Productive tasks make you a certain amount of money (black text with '$') per tick
- Productive tasks deplete the minion's motivation (red text with '-') per tick
- When a minion's motivation is very low, it will stop working and seek out an unproductive task
- Unproductive tasks don't make you any money, but refill the minions motivation (green text with +)
- If a minion needs an unproductive task, but none are open, it will wait (yellow '???')
Office Item Stats:
- "spots": The number of minions that can use the item at the same time
- "profit": The base amount of money made (per tick)
- "motiv": The base amount of motivation gained or lossed (per tick)
- "cost": The amount of money the item costs to buy (once)
Minion Stats:
- "Motivation": the current amount of motivation available. Represented by the green bar above the minion's head
- "Quality": Affects the "profit" made while doing productive tasks
- "Work Ethic": Decreases the motivation drain of productive, and increases the motivation gain of unproductive tasks
- "Salary": The amount of money the minion costs. Reflected in payroll amount.
Cashflow info:
- "Payroll" : Total amount of money due to all employees. Must be paid on the 1st and 15th of each month
- "Rent" : Total amount of money due to the landlord. Must be paid on the 1st of each month
- "Cash" : Total amount of cash available to pay bills
Tools:
- Unity
- Paint.NET
- Audacity
Changelog:
- 1.0.2 : Fixed bug where somtimes the second story was added before the first rent was due (game breaking)
- 1.0.1 : Fixed bug where payroll display wasn't updated until you fired somebody (very confusing)
| HTML5 (web) | https://nostyleguy.itch.io/simucorp |
| Source code | https://nostyleguy.itch.io/simucorp |
| Original URL | https://ldjam.com/events/ludum-dare/44/simucorp |
Ratings
| Given | 21🗳️ | 20🗨️ |
Nice game, it reminded me of "Corporation Inc", while the sounds being made with your voice reminding me of the ones from "One hour one life".
I wish I could remove the stuff that I don't need anymore.
I managed to spend too much investing the first time and had to close on the first payroll, the next time I found the game to be way too easy. I invested in meeting areas and arcades exclusively, and I wish there was a way to speed up (I now have lots of cash and nothing to spend it on). But really impressive how much you managed to create for a compo!
@teemu-pulkkinen I haven't actually seen that bug myself, but I have no problem believing it exists. The whole multi-story feature was added in the last hour of the compo. Thanks for playing!
@toasteater Thanks for the compliments! After playing the game myself more after the compo, I totally agree with you regarding running in the background. I actually intentionally disabled it in the Unity player settings, but I don't really know why.
@icylava Thanks for playing! I wanted to add the ability to remove stuff, but time got away from me.
@tater-hater Thanks so much for the compliments! This was definitely my most ambitious LD game so far, and I definitely put more effort into the small details as you say, rather than actually making it 'fun', so I'm glad you appreciate it :)
@johanhelsing You definitely found the 'optimal' strategy with all meeting areas and arcades. I wish the balance of the whole game was better, and that there was an actual end, but those things all slipped away as I spent too much time on other features. Thanks for the kind words and for playing!
@phillserrazina Thanks so much for the kind words! You're right about not being able to sell stuff; I wanted to add that feature, but never got around to it. Thanks for playing :)
I think I somehow clicked through the final page of explanation without realizing it, so I didn't expect the payroll the first time it came up! But it immediately made sense -- you did a good job mirroring the real world with your mechanics.
This is definitely a project I'd like to see expanded on, it's already alot of fun haha!
@baby-dino-herd Thanks for the positive feedback on the UI. It was really an area of focus because I know nobody has time to figure out an unintuitive UI when rating game jam games. Thanks for the kind words
@liauj haha I would love some arcade machines at work IRL too! Thanks for playing :)
In any event, this is a pretty fun game. Looks good, sounds good, and plays well.
I found there were a few times where I had nothing to manage. Typically after all my floor slots were filled, I didn't have anything to do but collect money and wait for new hires, unless the floor was already being worked to near capacity. The game I mentioned earlier solved this issue by causing stations to breakdown over time, requiring attention from an IT department that could be micromanaged.
Still though, in 48 hours this game managed to recover a memory of a game I loved.
I may not be able to remember what that game was called, but this game scratched that itch of mine.
Good job! Pretty awesome to see an office/company management simulator game after such a long time.
@vinay-rao Thanks so much for the compliments! I love your idea about adding some more micro-managing tasks to the game; I agree it can be slow at some times. And I'm ecstatic to have evoked a pleasant memory for you. That is what game making is all about :)
What does the "spots" mean? I thought that it's a number of spots taken on the floor, but everything takes one spot anyway.
