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(+2)

I like the concept very much, reminds me a lot of my own game, actually! The buildup to the finale is a bit long and gets repetitive - and unless I missed something, I don't think there were any proper consequences for turning people away. That makes the decision to pay for them interesting, because it really is only up to the player's conscience, but it also kind of fails to deliver the idea I think. What could work well is keeping track of all the people you turned away and why they had to get through, and then confronting the player with a statistic at the end, like "before the evacuation, you caused 6 people to lose their job, 3 marriages to divorce, 5 cats to starve" or something like that, just showing how impactful limiting access can actually become, and how the person in the toll booth will eventually have no way of changing that, due to their own financial circumstances.

Also, I tried saving up money to cover people's payments at the end, but I was kind of sad that this wasn't an option.

But overall, I love "drudging through work"-simulators, and this was an interesting take! Good job!