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Burndown's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2206 | 3.375 | 3.375 |
Style | #2836 | 3.125 | 3.125 |
Overall | #3091 | 3.000 | 3.000 |
Enjoyment | #4143 | 2.500 | 2.500 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You're a startup, trying to scale the website you're building!
Development Time
96 hours
(Optional) Please credit all assets you've used
Sound assets from MixKit, Music assets from Pixabay, the rest is made by me.
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Comments
Very interesting idea, although i was a bit confused in the beginning. I feel like you could make the ui scale a bit bigger, but nice nevertheless. Great work!
I liked this game. It was a unique take on the theme that I haven't seen yet
I like the game! nice, I did not understand at the beginning that a tutorial would be great in the future.
Absolutely! Already started making one, will add it post jam. Thank you for playing my game.
Neat game! Wasn't really sure if I was doing well or not but definitely felt the panic when outages happened so that was executed pretty well! UI and sounds are also very satisfying.
Oh wow this is a solid management game. That fact you pulled this off in such a short span is so impressive there is so much to balance. it was a blast to play. Would love to see this iterated upon with more polish <3
Glad you enjoyed! I'll definitely be polishing post jam.
Really fun management game! I could easily sink hours into a polished version of this
Very clever concept! It took a minute to understand, but after that, it was a cozy play. Congratulations on a great game!
I think this game concept could be fun, but after a certain point, it felt like no matter what I did, I would win, and that the game was mostly just passing items from point A to point B repeatedly.
Definitely valid. :-) I think there's a lot of balance work to be done to make something interesting, and I agree that after the first 1-2 checkpoints, it seems to be impossible to loose. Lessons for next time! Really appreciate the feedback and you taking the time to play.
I like the feel of assigning tasks and getting continuous feedback via ticker and DAU tracker, and the tradeoff traits on the employees is a nice touch! It threw me a bit to see task timeblocks vanish a short distance from the end of the timeline (what seems to be the "present")? It's a bit confusing for me as a representation of time passing and tasks getting completed.
Neat idea! It would be cool to see the company scale too, if there are updates in the future.
Ah, good point! I wanted to add some variation and uncertainty to things, so you had to keep paying attention, but I should have indicated that somewhere in the UI...
Thanks for playing and reviewing!
Congrats on your submission! I thought the UI was a little hard to navigate, I'd love to see any future updates:)
Thank you! I'll definitely spend some time post jam to polish, add the basic features I had to cut, and improve the UI. Stay tuned :-)
Intriguing concept, decent polish, but the execution was a bit boring, I could see this being a small part of a larger two point hospital style game.
Appreciate the review! Glad the polish came through (minus the retina display bug I missed...). I'll definitely put more focus into the game loop next time around.
If only project management was this easy lol 😂
Cool concept, solid UI but the gameplay was a bit lacking? It felt like just drag'n'drop the task to complete when one is doing nothing?
Thank you for playing! Yes, definitely making a more engaging game loop is something I will need to focus on earlier next time.
In theory, I wanted to make it important to prioritize different tasks at different times, but I never found a good way to do that in the time I had. Ironic for a project management game, lol.
It was a neat concept and a creative way to execute it, with the developers all having traits that affect their output and efficiency. However, I rarely if ever had any idea what the win condition should be. I think the ticker at one point said something about expecting to hit 10x DAU, so I assume I was supposed to make that happen? But the ticker tape said a lot of things and was rarely where I was focused on because it was pretty repetitive. I think having the feedback for my actions be more obvious would help. Also, the scaling was off for the game - this game looked like it was for ants on my laptop monitor. It was much more readable on a really huge monitor, so my best guess is that the game auto-scales (and unfortunately, auto-scales to be too small) based on resolution.
Definitely a nice abstraction of trying to scale a web startup though, and the ticker of random tech site's headlines about your company at the bottom was charming.
A little hard to decipher but makes sense after a while. I would recommend prioritizing consistent UI scaling next time, text was very small for me at least
Thank you! I'll look into how to do that better! As you may be able to tell, I wanted to learn about how to do UI in Godot, but I've definitely mostly learned how much I don't know. :-)
I love this take on "scale!" It was a little confusing to start but now that I get it, I could see the task management being addicting. Well done!
Thank you for the review!
It took me a while to understand how it works but it's quite the nice idea ^^
Thanks! Yeah, definitely needs a better tutorial and help page, I'll make sure that's a focus during post-jam development.
I love the idea!
Fun concept, I like that unique workers have their own attributes that affect each run. I'd assume they could build something that will optimize the job scheduling for them :)
Only suggestions that come in mind is enlarging the text, especially in the help page, it's quite small and hard to follow (the coloring might have also helped that). Also scaling the speed of the game can be a nice add-on.
Regardless, loved it and that's super unique, well done :)
Thanks! Yeah, I definitely want to revisit the help page and style a bit more. Also, as you note -- I basically had to cut all of the progression based features for time. Still glad you enjoyed it, and definitely will revisit to polish after the Jam.