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A jam submission

Inherited Inequality - a textile tycoon gameView game page

A textile management game set in 19th-century London
Submitted by Bruno — 1 day, 7 hours before the deadline
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Inherited Inequality - a textile tycoon game's itch.io page

Results

CriteriaRankScore*Raw Score
Historical Accuracy#43.8573.857
Thematic Relevancy#83.9293.929
Gameplay#122.5712.571
Audio#132.7142.714
Overall#152.8572.857
Graphics#222.3572.357

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Description of your game:
A 2D management sim about inheriting a textile factory in 1830

Assets used (which you didn't make):
Background and envelope images created by DALL-E

Newspaper front page from https://www.firstversions.com/2015/04/the-times.html

All other icons are sourced from icons8.com

Fonts sourced from dafont.com

Sounds from freesounds.org

Credits are also in-game

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Comments

Jam HostSubmitted(+1)

Thought I did pretty well - decent income, lots of people employed. Then I got my final score and rank. Well, turns out I am not a good capitalist :-D

Submitted(+1)

It seems that resource management requires some incentive to manage your resources well. In this game, I don't really have any obligations -  it's kind of difficult for me to evaluate if I need to adjust my strategy while playing the game because I have no baseline or objectives to compare my progress to.  I got pretty far in before I even realized the price of children had gone up, because I was just spam clicking, but then I just kept doing it, because I didn't really have a reason not to. Maybe some sort of failable objective, along with a reason to keep cash on hand in the event of emergency, would help economize the player's choice. You have a pretty good starting framework to implement this.

Developer

Thanks for the feedback! I agree, I had very little time to balance everything. Both the amount of money required to hire people and the amount of money they produce need to be rebalanced. There is one fail-state in case one runs out of money but it’s pretty unlikely to happen unless one actively tries to. 

This said, the game is not actually a management game, despite pretending to be. It’s meant to be a satirical take on capitalist exploitation and to show how easy it was make money off the backs of workers during the first industrial boom, without many obligations or safeguards in place. 

It was a deliberate choice to not have clear objectives. As it is never explicitly stated that the ultimate goal is to make money, one could quickly assume it is, given the context of the game and the values of the world we live in. However, when finishing the game the first time a player enters a leaderboard where money made has no value at all, and instead focuses on how the workers were treated. 

Submitted(+1)

Loved the game! Very historically accurate and very easy to understand gameplay loop, though I must say it was almost a little too easy? I think raising the amount of the more negative events happening would give the player a bit more to worry about. All in all a great game!

Developer(+1)

Thanks so much! I feel balancing in general definitely needs to be worked on, I just didn't have the time as a solo who only decided to make something for the jam halfway through the week