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"FTL meets BANISHED meets XKCD!"

That is a very ambitious description.  Let's see how this game measures up. :)

It certainly is an interesting one.  To me, it doesn't really hit the mark of the original xkcd comic, but it's still a fine game on its own.  I love that the clock and date line up to the real world, and that you can fast-forward, pause, and play through the days.

The optimal way to play (if you don't want to sit there in real time) is to really fast-forward, and I didn't realize until later that doing that meant I was missing several important events (the deliveries and my family).  I feel like there's some kind of commentary about fast forwarding through life here, but in any case, the main elements of the game (family and antique deliveries) clashing with the best way to play the game (fast-forwarding through the days to reach the good stuff) is not good.  May I suggest adding buttons for morning, noon, and night as well?

I like how the music changes depending on whether you're fast-forwarding, paused, etc.  It's a nice touch.  And it's pretty funny that you can sell squirrels and turtles (I fast-forwarded a lot at once during my playthrough, which caused a tree to grow in my house for some reason and squirrels to come out of it).  I do have a big question, though: Who are you selling to?  The game never explains this; it's a game about owning a business but I barely know how it even operates.

The description said I would lose my family (which was only my wife, as far as I could tell) if I kept avoiding them, but I never did?  Also, it said I would have the option to pass my antique empire down to them--when does/can that happen?  I also didn't die until 2060, for the record.

This is an interesting game.  I liked it, but I wanted more out of it.  Perhaps there'll be an update after the jam?  In any case, thanks for making it. :)

wow, such a long comment, thanks!

And about the best way of "playing the game", playing fast is not optimal, just fast (people argue you should play Banished at x1 speed, even when it is absurdly slow). And that is the point of this game, not very playful, just a joke. And the lack of instructions, it is a combination of lack of time and "black box" mechanic.

The game has two objectives: (1) a very stupidly basic one, see your furniture become slightly more valuable during your lifetime (as if you played time in the comic), and (2) a second, the timescale of this craftsmanship, in contrast with the daily life.

In retrospective, this was too ambitious for 24 hours of work, and has some lackluster aspects...  The idea was to have a relationship with your family through the messages, and having a checkbox for "pause the game when something happens", but did not manage to have it in time. Also, the idea was also to have a "buy and sell through the newspaper" option. The most important feature missing is the charts showing you the pass of time, a XKCD essential.

if your family did not leave you, then there is a bug i need to fix.

The squirrels are for the alt-text of the original comic (in a very basic  way): time processes nuts, so let's use squirrels to reduce the impact of that. The tree is just an excuse to spawn squirrels.

Next weekend is LudumDare , and i plan to participate, but maybe after that I will use my spare time to implement the TODO list.