Interesting idea, but idk if the gameplay really is that great. Would like to see more nuance in interactions maybe...
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Social-ette: Happiness to Scale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #244 | 4.176 | 4.176 |
Overall | #2157 | 3.275 | 3.275 |
Style | #2397 | 3.294 | 3.294 |
Enjoyment | #4629 | 2.353 | 2.353 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
My game (attempts) to demonstrate how social interactions on a micro-level affect the larger communities they take place in.
Development Time
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Comments
I like the twist on the theme. I think a few improvements on the feedback for the player (via UI, music, colours, etc), could do great thing for this concept. The amount of information given at the end of each level was overwhelming. Didn't know where or what to look first.
I hope you keep developing this idea! great Job!
I must admit, I think I was a little too small-brained for this game. Played it for a few minutes and had no clue what impact I was having. Almost wish things were better communicated.
That being said, loved seeing the funny little guys interact.
I can only agree this is a really interesting take on the theme, and it's kind of refreshing not to be the main character for once. Just seeing how the people react to your interactions is nice, and not quite knowing how much of a difference you've made.
The results of each day are a bit overwhelming though.
Very interesting take on the theme! As a physicist that has worked on the dynamics of complex systems (like how properties/ideas spread), I love this concept.
I think a couple of more varied interaction types would help the game.
A really cool feature would also be to track the happiness “state” of each NPC in the game (whether you interact with them or not) during a level, then display a fast-forwarded “replay” of their state during the results screen with for example an animation of bunch of circles on a 2D grid that represent the people, and some property (like color) that shows their happiness state over the course of the level (kind of like in Katana Zero where the level gets replayed at the end of the level).
I think this will really show the impact that you are creating on others, for example if your actions cause a chain reaction of positivity/negativity in that replay.
I think I've got a good idea of what you're talking about, and I think it would totally expand on the idea of the player impacting others; because I really did fail to emphasize the feeling of making a change when all you see at the end is a wall of stats and text. i'm glad you liked the idea, and thank you for the great ideas.
The simulation seems to have hidden depth. I think shorter rounds that increase dynamically in scale could make the game more interesting. I really believe you wouldn't need to make it more complex to make it fun. Also, it'd help if the camera were closer to the people. It's a game about people, after all. Just a contrasting opinion. High marks for creativity, and good work!
I had actually zoomed it in a bit more than I initially planned, but do agree that more zoom would definitely benefit the game. I also really like the idea of progressively longer days, because when I was testing it i could never get a good, constant day length. 100% noted for when the jam ends. thank you :D !
Really good take on the theme with the idea of spreading positivity! It seems like there's a some depth to the simulation. I like the unique monochrome art. However the gameplay could be a little bit more varied.
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