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A jam submission

Talking RevolutionView game page

Take on the role of a miner in 1831 and work to bring a voice to the people.
Submitted by SteveOhByte, Max Tittle (@MaxTittle), KrazyonKatnip, GarrettRose (@GarrettARose) — 2 minutes, 19 seconds before the deadline
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Talking Revolution's itch.io page

Results

CriteriaRankScore*Raw Score
Thematic Relevancy#24.1544.154
Historical Accuracy#63.7693.769
Overall#93.0003.000
Gameplay#102.6152.615
Audio#112.8462.846
Graphics#182.9232.923

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Description of your game:
It's 1831. Worker's rights are nearly non-existent, and for a small mining community the price of their labour is not worth the harsh conditions they live and work in. it is time they said something, but the voice of a single miner won't carry very far, not unless they can bring the people together, and force their employers to listen.

Take on the role of a miner in 1831 and work to bring a voice to the people. Every day you will be faced with decisions, and by maintaining your resources, unity, momentum, and notoriety you can make your demands known, even if you must break out in open revolt to do it.

Assets used (which you didn't make):
Font by Manfred Klein

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Comments

Submitted(+1)

The card theme was cool but I'm not sure why it was there aside from aesthetics. I liked the story and gameplay. QOL note, the music restarts between the main menu and the options screen and it can be jarring.

Developer

Thanks for the feedback! Yeah the card theme could have used a little more connection to the game. And yes absolutely could have used some more polish with things such as that music in the scene switch.

Jam HostSubmitted(+1)

The tutorial is outstanding in my eyes. Together with the feedback I get while playing (the numbers flashing when rising) this shows how much attention you put on making playing the game understandable and comprehensive. Very well done!

Developer

Thanks so much! Glad you enjoyed.

Submitted(+1)

Very fit with the theme, but you may need to add a little animation or slides at certain events.

Developer

Thanks for the feedback! Yeah some more polish would help for sure

Submitted(+1)

I liked the historical reference and card aspect to the game. Nice job.

Developer

Thanks! Glad you enjoyed it

Submitted(+1)

It is difficult to incorporate abstract choice and consequence and have the intention of the designer be intuitively understood by the player. Through the Darkest of Times does a pretty good job of distilling abstract ideas into gamified patterns that the player can learn. This game does have the foundations of that, and the fact that I am comparing it to Through the Darkest of Times is a compliment. I guess the design question you should ask is 'how can the player systematically make decisions with clear intentions'. Good job!

Developer

Yeah, that's the biggest issue we had designing it, how to give the player control without making the game all to easy. Overall we decided to lean more towards the easy side because at least the full story would be able to be experienced that way. If we had the time we would absolutely be spending more time on balancing and tweaking how the various changes are actually communicated to the player.

Submitted(+1)

I like the idea behind it but the fact that you don't know what each option does really feels like removes my agency. Instead of me having to think about the dilemmas of option I need to guess, remember and only then think about what I need. :(

Developer(+1)

Yeah, whether or not to show the player what their choice would do in advance was a pretty common question for us, especially how to show it without giving too much away. There is a highlighting effect when you hover over a stat, but it is pretty subtle and only shows which stat would be affected, and not if the stat would go up or down. Regardless, glad you enjoyed a part of it (:

Submitted(+1)

I think that if you want to add some uncertainty you could tell the player what is the expected result but add some randomness like increase x by 3-7. So the player has some idea but doesn't know exactly what will happen