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We getting political with this one! Fun little game, although its relevance to the theme seems a bit forced. The strategy also seemed pretty simple: generation was fast enough and building things click heavy enough that I just made one of each producer, another building crane, and several warehouses and just bought all the research. I couldn’t figure out the diplomacy tab - was there an non-MAD ending through the diplomacy mechanic?

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Unfortunately, I wasn't able to implement the UFPR and United Republic endings before the deadline. The original scope was to have 5 possible endings - one for each superpower, MAD, a fail state for when stability dropped to zero, and an ending for remaining independent until the end of the game. That was definitely a bit outside of what I could do in this timeframe, but the skeleton is all there for future development!

Near the end of development I prioritized MAD, since having a big "Do Not Press" button would give people a goal - Press That Button!