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(+1)

There’s something interesting going on here but I’m not exactly sure what. There’s an obvious surface level (as there should be with any game) and then there’s something else going on. I noticed that some things would make my happiness go up…and it may have been related to the speed at which I purchased things? I’m not sure but I’m intrigued.

When I first opened the page and saw the game I was like, “OH NO! My weakness! Shopping online!” haha (I love small business shopping on Etsy. It’s a thing…)

But your game play was simple and still effective. And again…not so simple. For instance, it’s clear that at work you’re just futzing about and I had no idea as the player what I was doing there - which I feel is the point of the mini-game. You’re kind of just not doing meaningful work. I liked that bit of detail.

The things that popped up at home were alarming at first and then less impactful as time went on since I realized they were flavor-text. I think that could be frustrating for those not into game design but it still speaks to the point of the game. You become really desensitized after a point as in life under capitalism. It wants you to crave sensation. The items for shopping could fulfill that and I bet you each person that played this immediately went for things they’d actually buy in real life.

The tongue-in-cheek nature of the writing helped keep things from getting too depressing because this kind of set-up could get nihilisitic pretty fast without a mechanism to find joy. But a major theme of the game is that you CAN’T find joy in such a cycle of Earn-Consume/Spend, at least nothing impactful.

I think you did a great job!

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Thank you, that’s a very thorough analysis. You’ve picked up on some of my intentions, such as the ‘pointless’ work (which serves only to earn money to spend on useless things) and the fact that, as the game progresses, buying items would become less interesting. Actually, the home was supposed to be interactive so you could ‘play’ with your purchases, but frankly I didn’t have enough time. The balance between status and happiness definitely favours status over happiness, yet there are some mechanisms that allow you to increase happiness, such as certain random events and (spoiler) a particular strategy that can lead to an alternative ending where you manage to beat the system. Thanks again for your comments.