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(+1)

I echo what others are talking about.

Some other issues I had were in the UI and how players got information. Like, some months I lose points much faster than others - I assume that's due to pushing buggy code to release without checking it throughly, but I have no sense of which code was causing the issue, and there's no indicator to show how much my score is going down over time.

The UI choice to have all the developers pop up at once every time you pick up a ticket is... interesting. Was it supposed to have one at a time pop up, like, so you know which one you're dragging to?

The review process was very frustrating - unlike the other tasks, there was no way of knowing which ticket was currently being reviewed, so I had no idea which were safe to move over.

I adore the aesthetic, and this was a very creative idea, but as a simulator game it's a bit lacking.

Thank you for the thorough feedback. :)

The score lingering was indeed designed to be unintuitive to the player, since it was meant to be a rough approximation of the clients' receptivity to the product. It slowly takes hits depending on the quality of the software. While you never know how many bugs there are, the end of each month gives you a qualitative measure of technical debt.

The developers popping up was just a simple mechanism to facilitate dragging a task onto them. Making it more sofisticated would require a lot more effort than it was worth for the jam.

As for reviewing, I agree that it is a bit frustrating. The task under review by a particular developer is always the topmost one assigned, although it might not always be clear which tasks are under review at a particular time and how much time have they been under review. One idea that I originally had was developer profiles, which would give team members some personality and freedom to decide what to work on.

And ultimately, the game would need some more polishing to have a fair difficulty. I suspect that reaching the winning condition is next to impossible. 😅

I guess the question is, what kind of game is this trying to be? Is this an art game about the futility of taking over a software project with a team that's too small, or is it a simulator game where you build up the project to completion?

Because if it's the latter, the score being intentionally unintuitive is a bit odd. After all, in real life governments never know how much population growth or money or food levels are exactly changing over time, but pretty much every simulator game (Civilization, SimCity, whatever) does show exact numbers that update instantly.

Realism only works as much as it serves the purpose of the game.

(+1)

Perhaps reading the blog post on the subject will help clarify what I was going for. https://dev.to/e_net4/10x-sprint-master-a-technical-and-social-experiment-ahp Not because I disagree with what you said, but while I had intended the game to be fully payable, some design decisions were strongly driven by the concepts I wished to portray in it.