This is a great concept, that I feel would benefit a lot from a simple narrative to ease the player into what they're doing. I found myself initially a bit lost without the instructions, so I had to come back to the game page and read multiple times to understand what it's about. That being said, it's a really good idea that I think can be polished pretty well and make it into an awesome experience. Kudos to developing such complex logic in 4 days work. Awesome!
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Micromanager's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3242 | 3.062 | 3.455 |
Enjoyment | #4402 | 2.417 | 2.727 |
Overall | #5219 | 2.337 | 2.636 |
Style | #6869 | 1.531 | 1.727 |
Ranked from 11 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?
The game is about the challenges that come with trying to micromanage a constantly growing "team". As time goes on and things scale up, you either go crazy trying to micromanage everyone, or you find a way to let go of control and let them work on their own (assuming you managed to work out a system first). Originally my idea was to work on emergent behaviour, how individuals with a simple set of instructions can demonstrate much more complicated behaviours when at much larger scales, but I don't have the technical skill to implement a customisable behaviours system in 4 days, so I changed my idea halfway through.
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