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(+1)

I like the new crowd mechanic. Using some of the crowd as a barricade and some to go protest at BigRealty was a fun way to get you more involved on campaign day. It took me a little bit to fully get what I was suppose to do. The first time I tried chasing the corp's agent before it reached the barricade and it clicked that I didn't need to do anything else there, but that was completely on me wanting to follow the moving thing. After that clicked, I acknowledged that the best thing to do was go around to other homes and gather more people to add to the protest. On my first playthrough, I didn't win on the first campaign day, but did on the second when I had a better idea what to do to prepare the day before and what to do the day of.

I liked the gain-meters on the money, rally points, and ratings. It made it easier for me to manage my funds and decide when and what to build. I'm still not fully sure how the ratings work. I think I understand the basic concept, building certain types of buildings to increase the rate at which you gain a certain thing, which in turn lets you build new types of buildings. I think the reason it's not fully clicking for me is the game tends to end so quickly I don't really have the chance to build them up enough to see it fully play out in game.

You had a typo on the Protest screen. It says "aplly" when you probably meant to say "apply".

I like the direction the game is going and you have some really cool things happening.

(2 edits) (+1)

Hi!

Please do not blame yourself for me not designing things to be clear enough :D. You gave a very good point though, that the player should be able to interact with the moving agent thing and be able to stop it.

I haven't fully fleshed out the ratings system yet so it does not really have any big gameplay effect. But for now, the ratings is only a metric on how good the neighborhood has become. The plan is making them affect the crowd mechanics. Such as, high education will give bonus for protesting offense, high safety will give bonus toward barricade defense, and high health will give higher stamina. It would be a while to see the ratings have any significant gameplay effect though.

Hmm... perhaps I should make the game last a bit longer for next month's game build.

Thank you for your heartfelt comment and feedback!
I truly appreciate the time you took to play the game and giving comments.
Also looking forward to what updates you've been cooking on "Hungry For Loot" by the end of the month!