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(+1)

Oh my God, thank you so much!

Well, I had a lot of plans when I jotted down the idea in my mind but, considering the time left, the weariness I got after two days... well, I was "lucky" enough fixing the bugs to release at least this version. 

Next week, me and a colleague who was supposed to join me at the GGJ, are going to brainstorm about it and will update the game in the forthcoming weeks.

Your advice will be taken into account and more. Here's some features that didn't make it into the game (yet):

  • New game would start by asking the name of the clinic
  • New game would then continue by showing newspaper headlines citing the NLS opening a new clinic, then other fake randomly selected headlines
  • Score based on how many cured patients and how many left angry / couldn't be accepted
  • Random next day event: it could have been a new room (I created a module that had two rooms and corridors that could be attached infinite times... but the game just uses a static one), the people getting in being sadder overall, a budget cut, etc

What can I say? Stay tuned and thank you again for the good advice and the compliments

๐Ÿ‘€๐Ÿ‘€๐Ÿ‘€

ooh, interesting ideas. I really like the sound of the first two points.

With the third point - I guess that having some sort of endless/score attack mode (3 failures = game over? steadily draining โ€˜fundingโ€™ meter that fills up a bit when you successfully heal someone but takes a massive hit when you fail someone and lose all funding = game over?) might be worth considering as well - probably easier to get up and running and tweak later on.

The potentially endless corridor sounds like an interesting idea as well - but I could very easily see it reaching the point where itโ€™s physically impossible for the player to traverse between rooms fast enough to cure patients. Then again, I could kinda see it working if there was some sort of โ€˜hiring more staff to help outโ€™ system (which could work with the day system, allowing the player to hire more staff and potentially give them patrol routes(?)/assign them to wards between days, to make it a bit more feasible to keep up, but still requiring the player to actively do the thing and keep up with everything)

Either way, ๐Ÿ‘€๐Ÿ‘€๐Ÿ‘€๐Ÿ‘€๐Ÿ‘€๐Ÿ‘€๐Ÿ‘€