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(1 edit)

Nice.

I couldn't find the "Suspend Habeas Corpus, Build Gulag For Opposition" button, so I just had to win the normal way. After losing once, having followed my instinct on 'how a game like this is played'.

Good message! I like how you leveraged "how things work" and Skinner Box techniques in an unexpected manner to get player buy in.

Everything has an excellent 'tight' feel that compels action. Were your design decisions for timing graphic displays / screen transitions iterative, or is there some secret mathematical formula for how long a set of feedback should take to cycle based on wanting the player to feel (x)?

Small bug - if it's perfectly timed so that both conditions are met simultaneously, the player can get the win screen followed by the lose screen.

(+1)

Nice! Sorry for the lack of Gulag options. 

Sadly the complexity behind the AI and other components is extremely simple. But I guess hidden behind the illusion that there is more algorithm then there actually is. While there is plenty of opportunity to have events happen based on so many possible parameters, I used very few of them and oversimplified, and mainly focused making players feel like they didn't quite spend as much time as they would have liked in a given position. 

Whoops. I guess I didn't test for that bug. lol. 

Thanks for the great comment! :D

It's vastly inferior to your game, but you inspired a "clicker" / "incremental" game I made for a recent game Jam. Thank you again for making this - it's obviously stuck with me for a while!