Yeah this, basically~
Autumn Chen
Creator of
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I would prefer to keep the game at least somewhat within the realm of historical plausibility, so the SPD is not going to change so drastically. But yes, there could be more distinctiveness for the different factions and advisors, and that might be explored in the future.
The Reichsbanner can definitely become more militarized than “low”.
If you’re part of the grand coalition but letting Brüning be chancellor, you should still be able to pick ministries and draw cards for those ministries. However, if you’re doing toleration, you don’t get any ministries.
If you still don’t get ministry cards and are part of the government, this might be a bug…
Thanks! Visuals would be possible but would take some work; there might be choicescript-style bar graphs. I probably wouldn’t want to extend the game to 1936, since by that point the game’s story would be totally fictional, and I would prefer to keep the story more grounded in historical events.
There are some choices in the game that are just objectively not very useful, and IMO contacting SFIO/Labour is one of them lol (contacting the American socialists is a 100% waste of resources).
Opening song is Frühlingslied by Mendelssohn, from https://archive.org/details/78_fruhlingslied_columbia-orchester-mendelssohn_gbia0003448a
We have a discord for all of our game jams: https://discord.gg/MuMDNUsR88
The deadline for submissions is coming in about 5 hours. However, until the end of Sunday, July 2, we will be accepting late submissions via private message. If you have a late submission, you can message us on tumblr (links at https://neo-twiny-jam.tumblr.com/post/721585482385997824/dealine-extended). Or message me on Mastodon at https://trilobite.space/@autumn or autumnchen on discord.
Thanks for playing the game, and for the feedback!
You’re right about the current narrowness of the mechanics and the lack of alternative viable options besides “shoot every time”. I’ve tried to add some additional viable options, like an evasion mechanic, and decreased the costs for the non-damage options and added some more possibilities for drones.
Thanks for the comment! Yes, distance affects both the player and the enemy, although the enemy has a longer base range at first.
I’m going to try to have a gentler ramp-up of difficulty by allowing more rounds with the weaker enemies (or faster scrap accumulation), so the player can build up more stats. And/or add “special abilities” or something like that.
Drones might be useful for absorbing hits because just a single drone prevents any health damage from passing through.
Also you can see the damage calculations/source code at https://github.com/aucchen/infinite-space-battle-simulator/blob/main/out/html/game.js