¶City by Sophie

About this game
Welcome to ¶City, the Text-Based City-Building Simulation RPG.
If at any time during play you feel lost or confused, just shout "HELP" and somebody is certain to respond. You can also try clicking on bold text if you aren't sure what it's referring to. Usually, it will provide you with some elaboration.
¶City is played in your modern internet browser supporting ES6 JavaScript syntax. It was tested using Chrome; I recommend using Chrome to play ¶City unless you're sure of your browser's full support of ES6 functionality.
The game hasn't got music or sounds of its own, but I recommend putting on a playlist in the background such as this one while you build and explore...
Click here to play ¶City
Background
I was considering ways to interpret the theme and, as soon as I hit on the idea of a text-based RPG/city-building sim hybrid, I knew I had something with potential. I've been writing text RPG games for as long as I've been writing code at all; I even made one for LD16! But I've come a long way as a game developer since then, and I think I've done a lot better this time.
¶City is pronounced as Pilcrow City, Paragraph City or, if you're not feeling up to all those syllables, P-City. The game mechanics are inspired primarily by Simcity 3 and 4, both of which I spent silly amounts of time playing when I was a kid. Meanwhile the fantasy environment and narrative tone take a lot from the Discworld series, which I happen to be reading through recently...
Game mechanics
With all the time I saved by not making graphics, I was able to add a lot of content to ¶City — more than 8,000 words of text worth.
There are roughly thirty different types of buildings in the game, and all of them will have different effects on your city. Many of them also help you to develop and navigate the city in unique ways. (For example, at the Senate and at Courthouses you can speak with an NPC to learn about the city's population, housing, and employment statistics, and you can also approve construction offers at a bulletin board.) A lot of information about different kinds of buildings can be gleaned by reading in-game help topics, but the only way to really understand the effects a building has on your city is to go ahead and have it built! ¶City is meant to be a game of exploration, in which by experimentation you can gradually gain a better understanding of your city and and how its different pieces interact.
Being a game partly about exploration of its mechanics, ¶City can be a bit opaque sometimes. If you're having trouble, you can read the tutorial here. But don't resort to the tutorial for help unless you're really lost; much of the fun of playing ¶City is discovering its mechanics and interactions on your own!
Note that your game progress is saved to your browser's local storage. This means that if you close the tab and come back to the game later, you'll be able to pick up from where you left off.
Miscellaneous data
- Time spent actively developing ¶City: About 30 hours
- Tools used: Chrome and Sublime Text 3
- Code written: 6,080 lines
- Amount of unique in-game text: 8,622 words
- Most-used non-stopwords: people (35), city (33), residents (33), food (28), and place (27)
- Number of distinct colors: 90 hexcodes
- Most frustrating moment: Adding interiors to player-constructed buildings
- Most satisfying moment: Adding Her Royal Highness as an NPC
- Tea/coffee consumed: Two cups of decaf Earl Gray
Post-deadline changes
- 2018-04-23 15:40 UTC: Fixed an issue that was preventing a very important piece of help text from appearing when the player enters "wait".
- 2018-04-23 18:20 UTC: Fixed an issue that could sometimes occur when talking to a barkeep.
- 2018-04-26 17:50 UTC: Fixed an issue involving Galleries erroneously believing that they were Smithys.
- 2018-04-27 18:50 UTC: Fixed an issue where certain building types were impossible not to overtax.
- 2018-04-27 19:00 UTC: Fixed an issue with the conditions under which a building's "marked for demolition" text was displayed.
| HTML5 (web) | http://pineapplemachine.com/files/ld41/release1/index.html |
| Original URL | https://ldjam.com/events/ludum-dare/41/city |
Ratings
| Overall | 305th | 3.457⭐ | 49🧑⚖️ |
| Fun | 536th | 2.926⭐ | 49🧑⚖️ |
| Innovation | 425th | 3.207⭐ | 48🧑⚖️ |
| Theme | 258th | 3.772⭐ | 48🧑⚖️ |
| Graphics | 611th | 2.525⭐ | 42🧑⚖️ |
| Audio | 512th | 1.609⭐ | 34🧑⚖️ |
| Humor | 346th | 2.643⭐ | 44🧑⚖️ |
| Mood | 311th | 3.085⭐ | 49🧑⚖️ |
| Given | 51🗳️ | 36🗨️ |
I haven't played many text adventures in the past, but after shouting **HELP** a couple of times to the poor citizens around me I started to get the hang of navigating and interacting with the game, and the text started to become images in my mind. I feel like all those years of experience with text-based games really show in this one, great job!
What's more impressive, though, is how you managed to achieve all this while only consuming two cups of tea, and _decaf_ at that! ;)
name -> bob
shout help if you need help
city name -> Help
help city, are you sure (y/n) Y
..... welcome to help city...
... but... but.. but.. I was asking for help, not naming my city!
```
the food vendor, while nearby... can't seem to be bothered....
suggestion - talk to -object- vs talk -object-... was really confusing.
no sounds... but <shrug> it is a text based adventure.
I am very impressed by the programming of the game.
I really enjoyed this one even though I can imagine getting a very large city where I have to walk A LOT to get to things...
@yanek Oops! But don't worry, if you enter "help" and take a look at the list of commands, there's one that is intended to help you in just this situation. Remember that you can click the **bold** action names to get some help text about them
"You believe you have heard this feeling called "guilt"." .... yesssss
Anyway, a more correct number is 8,622.
I also made a map on paper to keep track of where I was haha. Talking to the farmer was a nice moment. Good work!
It would be nice to be able to see a map of the city in game, but then again, keeping a map with pen & paper was a big part of the genre back in the day.
Well done!
PS: You can opt-out of the Audio category since your game had no audio :)
As an apartment-dweller (and someone who set their own LD game in an apartment!), after taking offense to the game saying apartments were for people who "can't afford better" I made it my goal to build apartments everywhere and demolish every other kind of residence in town but ultimately I never got very far. :p
All of your entries that I've played over the LD's so far really show that this is indeed YOUR genre tho. You're amazing at this and I know there are people other than me who can really get into games like this. Keep up the good work (unless you don't feel like it, of course; no pressure!). :D
(P.S. there was a bit of repetition of commands sometimes and as someone used to typing in terminals it would be really cool to have the feature of being able to press the up arrow key to scroll through previously used commands!)
I live in an apartment, too... it's best name I could come up with for medieval-ish high-density low-wealth housing, though. I've been working a bit on a post-compo version, and I'm open to alternatives!