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maxclark

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A member registered Jun 09, 2017 · View creator page →

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very cool simluation, very ambitious and detailed, still don't feel like i understand it all. as others said, the online persistent idea is very fun. i think it might encourage players to check back every day if somehow you had like a # of actions you could do per day and then come back the next day and see what kinda of results and resources you now had to play with.

i also think a smaller map would be interesting, so you'd have to compete for the land. does the prxomity of farm to housing get factored in somehow or is the land value mostly from just the absolute number of plots being limited?

ah, i'm looking at your detailed explanation now! cool.

tough to judge! would really like to have it explained to me. The UI and visuals were very clean. overall, i don't feel like i really got to experience it fully. not really sure what's determining a lot of the systems in the game or how they're calculated. how is the next building decided on? being able to pause would be nice on a technical level.

it seemed like a high LVT resulted in denser living vs a high income tax, which was interesting to see.

$88k! screenshot??

ah, i posted on the game page, not the jam page:

really demonstrates the significance of proximity and sorta gets at the idea of cooperation and specialization of labor.

would really like to see the full formula for calculating changes in property value and what sort of decisions you struggled with or found interesting.

a functioning game! bravo! undo system is very helpful. i did find myself spamming placing buildings and undoing and just looking at the net change in city property value. high score of $65k. 

clearly demonstrates the power of land monopoly. however, it would be funny if the landlord could actually extract the resources of a land-starved player.

very admirable to create a netcode, realtime multiplayer experience in unity in a jam! and it's stable! hooray. biggest tech issue would be the fence vsibility. 

checking it out now! it could be helpful to type up a small explanation for how to play in the game description (or upload a brief video where you play and explain!)

really demonstrates the significance of proximity and sorta gets at the idea of cooperation and specialization of labor.

would really like to see the full formula for calculating changes in propery value and what sort of decisions you struggled with or found interesting.

oh....it's an itch thing i think. if you manually copy/paste it into your browser, it works. i'm also maaaaxaxa on discord. you can dm me. or you can find the Georgism Discord server 

you can go to the reddit https://www.reddit.com/r/georgism/ and then find the servers on the right.


if links work here, maybe this will work https://discord.gg/u4EWKq5dTZ

we're doing a group playtest at 7 pm pacific time, that's in 7.5 hours from when i'm posting this.

ah, i've updated the link. should work now. i'll probably try to host a few games this week, but if you're ever just wanting to check it out solo, ping me on the discord.

i totally missed this comment! i guess it was 27 days ago.

it is a little atypical to have a jam where the theme isn't revealed at the start, however, the first game jams i did were the 7-day-roguelikes and those are themeless. it's just a very useful constraint to set aside 1 week to execute some idea yo'uve been stewing on or generate some new idea in that time window.

whose burger is that? it's mine.

yeah. i think base building, resource collection, crafting, are all just one step away from being georgist. if anything, the popularity of minecraft, factorio, valheim, all demonstrate how much people love working hard to create wealth. the key is demonstrating how to fairly share access to the playing field. for a jam game, i'm having trouble avoiding wanting to do online multiplayer...i'll probably opt with little ai people you have to make cooperate or something. i also think you could just make just about any old RTS and argue that it demonstrates how vicious people get when they don't have access to land. however, you would need to address overpopulation themes. which, in george's time, was called malthusianism. 

yes, so, a dark georgism game would be all about winning the monopoly version. which is fine. one way to demonstrate the power of a truth is to show what happens when it is used for ill or for good. you know, i thought about a game today, which is "try to bus all the homeless people out of your city before the olympics start", which is what paris had to do.

there's a famous example of a game about setting up trains and then its revealed at the end, you were solving the nazi problem of efficiently transporting jews to concentration camps. idk if these games are good/change the world, but i'm willing to explore. that's one of the reasons i make art (aka games!).

pretty hard to really tell much a difference between them. i experimented with dropping food and it just seems like if it's close, they go for it. seems like some behaviors bunch more tightly than others. but mostly i couldn't tell a big difference. i opened up a 2nd tab while answering the questions to go back through them and that's how i noticed the slight differences.

i like the main mechanic! swapping between turrets keeps you on your toes.

thanks for the game :)

we have surpassed go. we deserve 200.

always cool to see new control schemes

fun little game, was a little confused how the chain of bouncing damage worked. i didn't do the jam this year, so i can't rate ya :(

well, no, i'm not familiar with it, but i gave it another go and got all but 1 star now.

cool effects, but i can't seem to figure anything out :(

hooray

harmony

power washing + vacuuming....so now can i tell my mom that i'm doing my chores while i'm playing my video game?? isdafjkl sdfk 

gg!

beat it

snow big deal!

the combat was fun tho!

i liked that enemies wouldn't fire when they were offscreen and i liked that the simple variety in the enemies. a 2nd attack on a cooldown could add a lot to the pacing of comabt along with maybe scaling up how many enemies spawn. didn't really feel like much of a boss fight or on the edge. the art/animation was cute and music was pretty good. and if you show me a treasure chest, please let me open it! even if it's just a bunch of gold color square that pop out :)

did not understand how i got out of the forest. two up for north, one down for east, but which way did i even want to go? almost quit, but glad i didn't. cool to see a few different environments. i liked the heart shield and egg bomb. the aesthetic never really seemed to be that coherent and some better art/effects would have added a lot. the writing was interesting and weird, i kinda was just skipping through it, like i do with most games, but then at the end i paid attention some :)

i enjoyed crawling a lot

very nice aesthetic. the palette and ambient sounds all very good. would have preferred if the cursor had been hidden/locked to screen maybe? and would like the blossom was a different color or something to distinguish it, as well as the obstacles branches being easier to distinguish from the background. wasn't hard to tell after i figured it out, but it took a few runs.

high score 85! heh :)

wow. the rick roll. 0/5. jklol. beautiful visuals. would have liked the camera to zoom out to keep the boss on screen or something when i moved to the perimeter, kinda hard to know when it was safe to move back to the inside ring. also, to sort of make it more incentivized to stay alive, you could just allow the players laser to become more powerful over time perhaps. could really amp up the visuals the longer you stay alive/do damage. anyway, really high marks. loved the art direction, the boss attacks, the movement/shooting generally.

the background star pattern was lovely!

the pacing and combat could have been improved, but i loved Lover in a Dangerous Spacetime (it's a big inspiration for the game i'm currently work on outside of this jam).

i really liked having the hotkeys.

and yeah, the big portal just said something has gone wrong, reload. so only played thru one level i guess.

hahaha. very fun. boss was pretty simple. i dug the tiny pixel art and the attack animations. didn't see how On The Edge theme applied.

really liked the splash screens :)

really interesting pick up idea to rebuild the platform. was initially confused if the items were floating or not, because they had no shadow. cool boss visual, would have liked low poly attack effects or whatever. pretty simple combat, but hey, no bugs in my play through!