Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

ParadoxideView game page

Submitted by ChloeXiiyan, ziyiyang77, jtwcslm, baozeew, Andie Gao, wenaro, Me:ody, Je50N — 6 hours, 30 minutes before the deadline
Add to collection

Play game

Paradoxide's itch.io page

Game Title
Paradoxide

Developer Name
It takes Eight

Short Promo Blurb
As the supervisor of an oil field for an oil company, your job is to report the company's pollutant emissions to the Environmental Protection Agency. Your boss has repeatedly implied that you could report false data to maximize your company's profits. .... This is offensive to you as some one who desires to protect the environment, but you are responsible for your family's livelihood and you have to make a living out of this job. Will you prioritize your career or the planet? The decision is yours.

Full Description
Why the name of this game is "Paradoxide"? Well, It is a compound noun (created by ourselves lol) that could be split into two words: Paradox & oxide.

We believe that "Paradoxide" is an exciting journey that intertwines the themes of environmental protection and personal responsibility. The protagonist's love for his family and his struggle with the demands of his job are mirrored in the environment, emphasizing the contrast between the beauty of nature and the potential consequences of human actions.

In this real-time strategic simulation game, you play the role of an oil field supervisor. Daily, you'll need to report environmental monitoring data to the government based on the harmful emissions report provided by your company. Your performance will be tracked by two main indicators: the favor of your boss and the level of environmental pollution.

As you strive to balance your duties, you'll face critical decisions that influence these indicators. The game spans one year, during which your choices will lead to multiple possible endings. You might work diligently to gain your boss's favor, securing promotions and salary increases that take you away from the oil field. Alternatively, you might decide to protect the environment by concealing the true data, preventing the company from maximizing profits. The power to shape your future and the world's environment lies in your hands.
It is a Paradox, it is nearly impossible to balance the desire to protect the environment and the responsibility of making a living out of this job.

In "Paradoxide" every decision matters, and we invite players to embark on this journey with us, exploring the delicate balance between personal desires and the greater good.

Promo Image(s)
https://drive.google.com/drive/folders/1Q-_1iH0Mkcnv5rcYRWRcI_SkQgnuVJQ5?usp=sharing

Promo Video
https://youtu.be/Tet9sh-XAmE

Artistic Statement / Use of Theme(s)
"Paradoxide" is an exciting journey that intertwines the themes of environmental protection and personal responsibility. The art style of our game is intentionally designed to convey warmth and brightness, with warm color tones dominating the visual landscape. This artistic choice reflects our protagonist's gentle and kind side, highlighting his internal conflict and the moral decisions he must face. Through this visual warmth and first-person perspective, we aim to make the player’s decisions seem more impactful and resonant.
The protagonist's love for his family and his struggle with the demands of his job are mirrored in the environment, emphasizing the contrast between the beauty of nature and the potential consequences of human actions. The background story is central to our game, we present a narrative that challenges players to consider the broader implications of their choices: to protect the environment and the planet or to prioritize personal and family benefits. This dichotomy is at the heart of our game, and we hope it encourages players to reflect on their values and the real-world impact of their decisions.
In "Paradoxide" every decision matters, and we invite players to embark on this journey with us, exploring the delicate balance between personal desires and the greater good.

Development Summary
Our team's journey in developing "Paradoxide" has been an incredible and educational experience, marked by significant changes, unexpected discoveries, and a few difficult decisions along the way.
Initially, we designed multiple game mechanics and complex gameplay loops, envisioning a rich and varied player experience. However, as we delved deeper into development, we realized that our ambitious plans were unsustainable within the constraints of the game jam's timeline and our available resources. We had to make tough choices, cutting several gameplay elements to focus on the core experience that would best convey our message.
Despite these challenges, the development process was incredibly rewarding. We learned valuable lessons about collaboration, project management, and the importance of maintaining a clear vision.

Release Plan
Currently, "Paradoxide" is in a releasable state, having been developed and polished for the game jam. However, our team is committed to continuing work on the game, with a shared vision of enhancing and expanding it beyond its initial version.
All of our team members attend the same college, which provides us with an opportunity to transition to in-person collaboration. We believe that this in-person mode will enhance our creative synergy and allow us to tackle more ambitious improvements.
Our plans for the future of "Paradoxide" include adding more gameplay mechanics that we initially envisioned but had to cut due to time constraints. We aim to restore our original concepts and integrate additional features to enrich the player experience. These enhancements will include more interactive elements, deeper narrative branches, and varied gameplay loops that will provide players with more choices and a greater sense of agency.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Congrats on making it to the end of the game jam! Here's my thoughts on the game: Cool things I like:
1.tutorial:easy to understand

2. UI/UX: I love the design and the function,logic works well 

3. Video+Audio: I love you guys have a quick intro video before game and it looks great!


Some feedback I wish you can improve:
1.Gameplay: I understand your concept and it do have a strong related with the jam topic, but I wish it could have more challenge and fun game mechanic 

Overall,nice work!

Submitted

I really love the visual style of the game, it complements your core premise well. I feel like it could be pushed further: start off with bright vibrant colors and a cheery atmosphere to convey the protagonist’s happy, comfortable life, but then as their choices and morality begin to weigh more on their mind it could become gloomier and more desaturated. I also really liked the core premise of your gameplay, being able to “change the story” of this company’s impact on the environment from the inside is a great interpretation of the jam’s theme. However the core gameplay loop is quite simple and limiting, and the game does not provide much feedback so my choices didn’t feel like they had much impact (for example, on my first playthrough I reported all the numbers correctly, but the meters stayed the same so I was confused if I messed something up or the game glitched out).

(I also encountered a bug where if you restart the game after reaching an ending, it does not properly reset the game to its initial state and the numbers on the reports would get messed up, so I had to reload the page itself.)

Submitted

The game's art style is beautiful. But the game's mechanics are too boring. Also bryandonovansng has already posted this but the boss's meter doesn't seem to increase at least after I did one mistake and did everything correct from there.

Submitted

I really like the setup and premise of the game and think the conflict has a lot of potential. I do feel like the lack of feedback for my choices has taken away the source of possible conflict however, I reported the correct data 10 days in a row and it seemed like things didn't change, and my boss didn't seem like a presence during my playthrough.