I found the constant text popups to be quite jarring, but the presentation is very nice. The game could be very nice to play with some more resources to manage, although I think it still needs a unique mechanic to flesh out the quest giver twist.
SinanDira
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Ahahaha, that's a great way to put it. I wonder if it'd give a different feel with more gamey elements. One thing I was trying to implement is ongoing status effects that alter gameplay, similar to passive upgrades in some deck builders. Some would be negative, like war and famine, but others would be positive and the player would be drafted a bunch of them at certain milestones. That way you'd be playing a choose-your-own-adventure in tandem with an engine builder of sorts.
The tutorial was so long that I forgot what anything beside the arrows did. The only thing that I managed to do was guess a few lizards' weight. I particularly love the art style; it gave me a few giggles. However, the guessing part felt more like reading a vague educational article than playing a game.
Ahaha. Thanks, Mira. The loop thing is my fault. I spent all my time building the engine and when I finally sat down and tried to put together some events, there was too little time left to create enough variance. I ended up adding a whole bunch of events resembling the Nazis' rise to power, but I locked most of them up behind higher militarism, so you'll have to try to jack that stat up to unlock a more interesting loop.