A Social Network by law5guy

A little social network simulation. Connect all of the computers and people! You can suggest where they move by placing beacons on the map. It's pretty light on gameplay but it can be a fun to watch the people amble about and make friends for a little bit.
- Play the game in browser on Itch.io here.
- This game was written in HTML5/Javascript using the Phaser framework.
- Follow me on twitter to see all of the in progress shots.
- Source code is available at the repo here
- Previous unrelated projects here


Ratings
| Overall | 338th | 3.15⭐ | 22🧑⚖️ |
| Fun | 384th | 2.85⭐ | 22🧑⚖️ |
| Innovation | 178th | 3.4⭐ | 22🧑⚖️ |
| Theme | 176th | 3.65⭐ | 22🧑⚖️ |
| Graphics | 200th | 3.55⭐ | 22🧑⚖️ |
| Audio | 351th | 2.4⭐ | 22🧑⚖️ |
| Humor | 199th | 2.833⭐ | 20🧑⚖️ |
| Mood | 252th | 3.158⭐ | 21🧑⚖️ |
| Given | 16🗳️ | 12🗨️ |
My [first LD game](http://micah.cowan.name/friendly-baubles/) a few years ago was about making connections between people, too (I think the theme was "Connected Worlds").
I always spend the bulk of my time (a) creating weird and interesting mechanics (b) wrestling with debugging all the quirks in those weird and interesting mechanics. ;) I need to up my tool game so I can develop those more rapidly. Then maybe I'll have time left to throw art at it, instead of basic HTML canvas shapes, and scribbled, unanimated sprites that took 30 seconds to draw. ;)
Meanwhile, you also managed to turn that art into a game, or working and fun toy at any rate. I count that as wild success, especially for 48 hour compo!
I like the social angle/interpretation of this theme though!
Embracing the ability of the game to create puzzles would have been good to see, but it looks like time constraints prevented that.
In the absence of that it may have been better to remove the win condition from each level altogether. It feels like a sandbox, but rips you out of each level like a puzzle game. More time to observe the simulation would be cool. It would also be nice to have some sort of sandbox mode where the player can place elements and people and see what happens.
For puzzle elements it could have a starting configuration, and the player needs to place people/computers/objects in the configuration that will lead to the fastest connection between people. Certain buildings could attract different kinds of people, or scare them away or something. That way the simulation would play a key role in the puzzles. Just spitballing ideas here so it probably wouldn't work but it's a thought.
Graphics were great, although pixelated lines / pixel grid aligned sprites would have helped the aesthetic. I know that can be a difficult thing in a lot of engines, so its not that big a deal.
Good work overall!
I definitely agree that the game would've benefitted from a distinction between a puzzle mode and a sandbox mode! I was originally trying to configure it as a puzzle game, hence the level end mechanics. But I found it difficult to create entertaining puzzles in the short amount of time that I had left myself for that. So that's when I added in the sandbox mechanics for spawning in more people and level skipping.
I definitely had a little too much enjoyment just watching the little people wander around and talk to each other which definitely distracted from getting more advanced mechanics in!
The linking different worlds together via computer terminals is a cool idea, and could provide a nice mechanic for tying together the different levels.
https://www.dropbox.com/s/kceqnjm861ykd76/Screenshot%202017-05-04%2001.15.24.png?dl=0
Nice work there!
Please also check out my entry if you want.
The graphics is neat, color is good. audio is very noisy although.
The game idea is fun. It's a hard work to make a simulation into a playable game, but worthy.
Your game lack of gameplay. I'wll tell you how to do:
There are two kinds of rules. The first set of rule is about how the game world works. That's the simulation rule. You've done a perfect job on it.
The second rule is about the game itself. What is the game goal? what can player do? How the world reward the player? Your game lack of this kind of rules.
Maybe you can set rule to limit the population. Maybe you can set rules to reward player powerful items. Maybe you can set rule to limit the amount of flags.
Another suggestion is on the narrative. I've get your idea from different scenes, about how people establish SNW in royal, in city, in outaku. However, there is only the scene tells story and that's not enough. impatient or careless players might ignore them. You can use gameplay to tell the story. That'll be more clarify
Please take the time to rate me https://ldjam.com/events/ludum-dare/38/survival-game
Cool concept and good interpretation of the theme :)
Fyi it didn't work on W8.1 64bit / FF 53.0.2 (64bits)