I dig the artstyle for the game, I was a bit confused on what to do in some places though, like why did i keep getting booted off work every 10 mins. Still, I think I enjoyed the aspects it offered in terms of feeling dystopian job sim (something most of us go through); so I think that feeling came off quite well
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Dystopian Life Simulator's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Technical Execution and Completion | #14 | n/a | n/a |
| Impact and Engagement | #15 | n/a | n/a |
| Theme Integration | #16 | n/a | n/a |
| Playability and Fun Factor | #17 | n/a | n/a |
| Innovation and Creativity | #34 | n/a | n/a |
| Community Favorite | #56 | 2.667 | 2.667 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- 2D/3D art mix is really cool. Did have a glitch on the grocery game where chicken wasn't counting as protein for some reason. Could see an expansion where the "working" portion had a bit more engagement -- it's interesting conceptually and this game could go somewhere.
Comments
very good art! good concept for a game! Need more, will play more if there is a post jam version!!
Really cool art style! Could really use some audio that does so much to the game feel and could make the minigames feel more satisfying.
As others have said, cool art style with the mix of 2D and 3D. A bit confusing about what to do next, time didn't seem to progress when working, and I got negative money quite easily. Lots of cool minigames!
I really liked the use of 2D assets in a 3D environment - the character was really cute and it's movements felt really natural in 3D space. Really inspiring tbh.
Art was on point, and while not finished I could see what you were going for.
Good job!
I played up til day 3. Feel free to correct me if I just didn't play enough and there's more, but it really didn't feel like a normal sim where you get to use your money to grow and build things in-game besides like groceries, and I think that's kind of the point - it's more of a statement that that's how life goes. You work out. Why? So your health goes up. Why? So it doesn't hit 0 and you can keep playing the game. Why? So you can keep working. Why? To get more groceries. And it's not something that I'm going to spend a lot of time playing; you know, I like my actions to mean something. But I think that feeling of "Why exactly am I doing this?", you captured it really well, especially with the subtleties of every detail coming together: the persistent tired look in the player's face, the speed that the teeth-brushing microgame goes back and forth, the shower water still only inches out of the shower head while my screen is yelling at me that I'm late for work. It really put me in that place of like "This is how a lot of people feel", and you were able to convey it really well. Good job!
The art style is really cool! I laughed out loud at the slower trickling shower water HAHA please keep it. I had negative money and was late to work right after coming out of work which was funny too :] It reminded me of the game Stick RPG from way back! I think it can be really great!
Really like the concept! The art for the player is in a very cool style, mini games were fun, it does be like that sometimes tryna manage all your time!
awesome! managed to get to work on time by day 3 haha. would've been nice to have some sounds/background music for immersion. I loved the grocery shopping mechanic too
Enjoyed how minigames were varied, complete, and the overall art style felt pretty creative. I played for a few days and realised that I was not sure what I was doing when it came to balancing sanity, health and money. Days would end, and I would not lose any of them. Money would be in the negatives; working did not increase it, but that had no consequences.


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