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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.