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Live Long and Prosper's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #8 | 3.667 | 3.667 |
Scope | #21 | 3.000 | 3.000 |
Fun | #40 | 3.000 | 3.000 |
Overall | #50 | 3.167 | 3.167 |
Completeness | #54 | 3.000 | 3.000 |
Aesthetics | #56 | 3.333 | 3.333 |
Roguelikeness | #72 | 3.000 | 3.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Live Long And Prosper is a game that attempts to be an arcade experience about financial planning. To start, you're presented with a board with several options for income (windfalls, steady jobs) and several mixed/negative options that impacted your happiness as well as your income (normally negatively). Each turn on the board takes a year of your character's life, and the goal is to be stable before you're 65, because after you hit the age of 65, no new income or savings options present themselves. It feels like a bit of a luck-based mission (art imitates life, I suppose) but it was fun to see how the different mechanics interacted, though. Completeness: This game is pretty stable and bug-free. I don't know that I can really call it balanced. For example, sometimes in the pre-65 time, an area spawns with no job opportunities, and a number of 'no-win' situations are possible, which can wreck you early on. It just feels a bit too luck-based; whether or not that's true to life, it may not have been the best for game balance. Aesthetics: Things are nice to look at in this game, and the controls are fine. The amount of mouse-over descriptions available are nice but the amount of things you can mouse over, and the amount of messages you see when doing so or just that you see automatically with different actions, can be a bit overwhelming. Fun: This game is fun for at least a few plays. This reviewer wasn't as in love with the whole experience, but it was an interesting twist to try and tactically avoid spending $2,000 on Amazon. There are some small annoyances within the framework that added up. As aforementioned, the "happiness items" didn't seem to lead to as good of a result as : E.g., the game presents as though pets, spouses and children are items of happiness, but it seems like you get better results by avoiding them for the most part. And there's a certain random element that can't be easily strategized around. (Pets do retrieve windfalls, though, which I thought was kind of a neat touch and added to the fun for me.) Innovation: The game's theming and accompanying math takes sometimes-maligned ideas about experience-gain boosting in RPGs, and makes them the central mechanic. This is interesting, if nothing else. Scope: This is about what one would expect from a seven-day game. Roguelikeness: This isn't really a traditional dungeon-crawler, and the turn-based tactics and overall strategy and procgen are fairly rudimentary, but they're there.
- This is the most brutally realistic roguelike out there. The clock is always ticking :sob:
Successful or Incomplete?
Success
Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes
Is your game a roguelike or a roguelite? (If not, please don't submit your game)
Yes
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