Brain Drain by svdvorak

"The future is now!"
"Have a tough calculation you need done? Why not use the brains of your fellow man to help solve the problem. Literally."
Now with Linux and MacOS builds!

Get rich
Make money by connecting willing subjects to the calculation contracts you have coming in. The faster you complete them, the better. You might want to keep an eye on the mental health of your subjects though, you don't want to fry their brains right? Or maybe you do.
Just let them relax for a bit. And then they'll be back again.
Make sure to post your top score in the comments!

How to play
Left click & drag to move around subjects or contracts
Right click & drag between subjects and contracts to connect them
Right click on a connection to remove it
Note that subjects only stay for a short while before leaving.

Pro-tip
Subjects further up a chain gets burnt out slower.
Known issues
Somewhat rarely the game crashes, currently being investigated
Changes
Added hint on disconnecting connections and made info a bit more clear
Added Linux and Mac builds
Ratings
| Given | 22🗳️ | 21🗨️ |
It seems like a fun idea and I really liked the artstyle of it.
Sadly I didn't know exactly how my choices of putting them in order had an impact on the game and so I felt better connecting them randomly to the tasks. I also didn't get when the people would disappear and when they would get a burn out. The visuals for the individual happiness was hard to indicate.
I also have a crash to report. The game sometimes broke down. My instinct tells me that it has to do with the process of dragging the linking while the person gets "inactive" or something similar.
But overall my suggestion would be to slow down the speed of the game in order to have time to understand some mechanics of the game and maybe add some more isuals to indicate certain processes a bit better.
@bartman @vjmunhoz I'll see if I can get a Linux & Mac build out, it's built using FNA so there is no option for a web version sadly.
@tomfu I agree that the visuals could be improved, just didn't have enough time! Thanks for the info on your crashes, I've only had one and not sure what caused it. I'll see if I can find the issue.
would love to try it
Sadly my game just randomly closes after 3-5minutes :/
I agree with tomfu that the effect of linking people together, people leaving after a while, etc, are not well explained. I would like to know what "linking" and "leaving" means from the worker's perspective: does "linking two people together" mean they work together? Or does it mean one supports another?
The game pacing could be very intense if you're not utilizing the functionality of linking people together. Although that happened to me on my first try without reading your instructions xD (I was only directly linking people to the jobs) But if the player knows all the mechanics available, he would just randomly link everything together. That's what I did the second try and people would finish the job very quickly and never die. Also on my second playthrough, when I used this strategy, the game never ended and it unfortunately crashed after I got to around $8000.
Interface-wise, I think the screen could be divided into two columns - one for workers and one for jobs. It was very messy when there are dead people on the screen and they were not automatically removed. Also one note to the death mechanic: maybe people dying could count as a failure towards the "!" counter too. Or if you want to make it more interesting, people dying could slow down the rate of new workers spawning.
Overall the game fits the theme quite well and provided a good amount of fun :)
Anyway brilliant take on the theme! I loved the art and bgm. Great job!
@doramemo Good write up. I agree, it's a little unclear though the info-screen was too cluttered as it was already and I kinda wanted people to figure it out for themselves. The idea behind linking people together is that they work more directly with eachother and get less drained from it.
$8000 is a lot! I think you hit the ceiling on difficulty-levels there, will have to add more.
The fact that people dying doesn't count towards failure is by design, as is them staying on the board. It's more of a point that in this company, people don't matter, calculations do. Having them stay is a reminder to the player of the effects of their actions. I do like the idea of slowing down the rate of new workers though, it makes sense.
@sbeif I was hoping to add some physics into the game so that no item could overlap but instead would push eachother out of the way. Didn't have time to get that done though. So now you have to keep it clean and structured manually, as best you can.
@m2e Fixed it now, I put in the wrong application name. Tested on my friends old Mac. Just re-download the file and it should work.
A list of upcoming "contracts" and "subjects" would be nice too.
The best part of it I think is the "Innovation" and "Theme" categories. =)