Play sim
Deus's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #593 | 1.700 | 1.700 |
Mechanics | #711 | 1.900 | 1.900 |
Theme | #731 | 1.900 | 1.900 |
Overall | #791 | 1.700 | 1.700 |
Aesthetics | #838 | 1.700 | 1.700 |
Music | #842 | 1.100 | 1.100 |
Sound | #845 | 1.100 | 1.100 |
Fun | #903 | 1.300 | 1.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Nope
Leave a comment
Log in with itch.io to leave a comment.
Comments
Great job submitting a game to the jam! I liked that the game was UI heavy. I think it could benefit from a tutorial of sorts or direction. I wasn't exactly sure what I was supposed to be doing.
I was drawn to this because of the heavy UI look (aka something like I could have made, since I suck at art ;P) but I am not really sure what to do. There is too much textual feedback and not enough information what this means.
This really could use a good tutorial or better set goals, as I was now simply clicking stuff.
Smiting them all was kinda fun though ;P
Really interesting game! I like the dwarf fortress feel of the menu, it was a nostalgic sight :-) Even though I blessed my followers as much as I could, I ended up losing them all. But it was really cool to play around with
Not really sure what to do, played around with it but hard to figure. Could do with some sort of hint or tutorial system just to get you started. Either way interesting entry !
The game looks to have potential, but it looks like it either is incomplete or the rules unclear. I figured the idea was to bless a hunter to get more food, but people still kept getting hungry. I can imagine that more development time could have made the game into something very engaging. Keep it up!
Interesting game but had a lot of text maybe a game description would have went well. one thing i could say is though it was a little slow (if i understood the game correctly) maybe have a speed up button or something.
Hey this is super unique! I want to understand more and I tried, but the instructions were pretty unclear - I was unsure what "bless" did and how it helped. they all continued to be sad or hungry or thirsty so they died off no matter how much I blessed them to keep my villagers alive. The information was a lot on the left, so maybe colored text for different actions / villagers, for good and bad events? Slow things down in the beginning for people to grasp what is going on, too. I am still unsure what I would want to smite a villager for and what would a blight do to help, nor do I know the goal, but I really like where the game ended - lots of potential with a really cool and interesting idea- Good job!
Thank you for playing!
I originally had a filtering system, but messaging kept slipping through, I had to chuck it out at the last minute. Most of the problems were a result of me only working on it the last weekend of the jam. But I do plan to follow up and get it working to the point where this stuff is more clear.
Bless is meant to provide a boost to one of your primary resources. Blight was meant to be tied into an unimplemented fear metric. Villagers are meant to be able to kill one another if their temper is high enough, but I never got it triggered. Dangerous villagers would decrease the safety and smiting them would help to improve that.
I plan to follow up and fix some of these things one the rating period is over. I also need to add an intro that tells you what is meant to be happening.
An intro would be super helpful! Sounds like those mechanics could definitely work out, but too bad they were not included- for only working on this for a weekend, it's still impressive all that you got done!
Does this mean that the bless was a random resource would get changed? I feel like I would want more control over how I would bless the villagers, because if it is random and a villager is starving, it was hard to tell how many times I needed to bless the one villager to make sure they got food. Just some more food for thought. Good job!
Can't say I entirely understood what was going on in this game, but I like that you did something different than most other jam games.
I went to a talk one year at the East Coast Games Conference. One of the folks from the Everquest team was talking about designing dynamic AI by building agents that operated on a set of wants and needs, rather than a scripted behavioral routine. This was an attempt to model that. My major failings were 1. Not giving myself enough time to make it work (I started on the last weekend) and 2. Slapping the 'game' elements onto the simulation almost as an afterthought.