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(+1)

Thank you so much for the feedback.

Indeed, the focus of the game is knowing what events occured and what events can possibly follow and balancing your stats accordingly. I focused more on that because I'm not good at telling stories. I'm a software developer by trade and my creative part sorely lacks which is why I end up focusing more on the numbers and deterministic interaction than story and emotion :)

I would have liked to add more interaction to the game map, beyond just tracking your neighbours, but I was all out of ideas there.

I will definitely continue making games and try to improve myself, both pen'n'paper and digital. I'm currently trying to finish my submission for Me,Myself and My RPG game jam (again, with a numbers heavy and light storytelling because me).

(+1)

Not all games have to be about telling a story, of course, though I did get the impression this game jam wanted games of that kind. I think the most helpful way to help players create story is to give them a something to base their characters off of, and something to help them decide what their relationships to other characters are. These are usually the first choices you make in a game and it's a lot harder to make something up from a void than it is with a seed, a prompt or idea to inspire you. This can often be as simple as a list of evocative words or phrases to choose from.  Many of the events in your game could serve as prompts to build scenes or narration from with a little more guidance, likewise so could the stats and type of country be a basis for character creation. 

Sometimes you make the mechanics for a game first, and figure out what kind of story they create, and sometimes you come up with what kind of story you want to tell and make mechanics that do that. Nothing wrong with the former.