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So at least personally I do think it is pretty okay to have highly random or frustrating game components,  and I think they are effective in this case! Making a filibuster be annoying because, well, filibustering is annoying, makes a lot of sense to me.

The main thing that I personally am looking for in games is a certain sort of clarity, I suppose--what are the game elements trying to do or say? In this case, the message is, at least to me, unclear--it seems like the Mutualist party is just doomed to fail, which is a fine message, but the game mechanics don't make that message particularly clear (or any other message).

Still, I think an important thing to note is part of the lack of clarity may be due to bugs! I'm pretty sure I never saw a single vote change in any filibuster I did, despite playing through the game twice. Of course, I was not always paying attention to the screen, so I could have missed it. But I'm pretty sure at least in my first playthrough I did watch quite closely and nothing ever happened.

(+1)

I see it's not a randomness problem but a lack of clarity problem. I designed the Filibuster to not be obvious what way, or how much it changes the vote but you do make a good point that it hurts the message of the game. The difficulty is definitely unintentional, like I said when I play tested the game. It seemed fairly balanced but I created it and knew all the bills by heart so it wasn't really a good test. For example, you mentioned the "Make stealing catalytic converters legal again bill" which is actually considered an anti-auto subsidy bill because car owners have no course of action but paying for a replacement part if their catalytic converter gets stolen, or at least that was my logic. If I were to have made this game again I would have put a little message at the end of each bill saying what it was or at the very least made it obvious what bills are for or against political positions.

Once again, thank you for sharing your opinion with me. Feedback is the best way to improve.