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Cotton Mill Dynamic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Historical Accuracy | #11 | 3.538 | 3.538 |
Thematic Relevancy | #13 | 3.615 | 3.615 |
Overall | #21 | 2.154 | 2.154 |
Audio | #25 | 1.077 | 1.077 |
Gameplay | #25 | 1.538 | 1.538 |
Graphics | #28 | 1.385 | 1.385 |
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:
A prototype game leverages a simple market model to depict the transition from workshop to factory.
Just play around with toggles in the "conditions" window and see what would happen :> I hope this will give some insight into the dynamic.
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Comments
Was working on a similar game a while ago. After adding all sorts of aspects, time ran out and the game was missing the dynamic economy part :-D So I was curious to see your take on this. Turns out, you implemented and focussed exactly that part I was missing back then. Interesting to see how all these parameters of demand and supply shape the curves over time. Well done!
I love the idea behind the game. Would have been neat to have a few more actions to make the data curves move around, but nice idea.
A very intriguing idea for the jam, I think it would absolutely need a few more elements to be considered more of a "game" game. But overall those elements are few, an in-game highlights based tutorial would be handy, and a game loop is needed, something along the lines of managing that supply and demand with consequence could be simple enough. Overall a very interesting entry.
Neat system, interesting to optimize the various numbers. I enjoyed seeing what different things or combinations would do. Maybe an indicator of what's changing would be good. Or some type of stocks or backlog if you make too much. Or have to respond to random events.
Interesting systems design approach. I think the UI would benefit greatly from an indicator of which parameter you are directly affecting when you set a condition (as you listed on the page description), so it's easier to understand the relationship between what you are changing and what is subsequently changing because of it. That being said, a good systems design that forms the backbone of an economy-based game doesn't necessarily need to be that accessible to the player. I guess it depends on whether you're trying to build some sort of system architecture or a user-facing interactive tool.
I think this counts more as a simulation engine then a game. You would need the player to actually give up something to gain something as he makes a decision to integrate new technology for instance. I also felt like there was a lack of information, specially in terms of what I can do. I had to click stuff away until I could find out.