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Neglect is a Policy Violation's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Playability | #5 | 4.000 | 4.000 |
| Theme Implementation | #8 | 4.000 | 4.000 |
| Cleverness | #8 | 4.000 | 4.000 |
| Judges Choice | #20 | 3.000 | 3.000 |
| Artistic Style | #42 | 3.000 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1jxt_M0QMuxSha69hCopQxXFOBF9AdGOca6d5HzE1lOQ/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarize your game!
Minimalistic dystopian world where you have to monitor city sectors, click sector thumbnails to change which sector you are monitoring. If you don't monitor some sector, it's buildings start to collapse.
Please explain how your game fits the theme.
The world needs to keep watching, otherwise everything turns into sh*t.
Did you use Generative AI to make any assets in your game?
There are not graphic or sound assets, everything is just vector cubes
Is there anything you'd like the judges to pay particular attention to?
Even when it does some heavy physics, it's still fast in browser because it's written in Go.
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Comments
Playability:
Intuitive gameplay with a novel game mechanic is very hard to achieve. You've made something really awesome here.
Theme:
Directly fits the theme in that you viewing the environments keeps them from degrading. Incredibly interesting direction on this.
Cleverness:
Never seen a game using this kind of mechanic before. Nice work.
Artistic Style:
Simple and consistent programmer art. Honestly it doesn't need to be more than this.
interesting idea, liked the physics simulation. Audio didn't work for me
Thanks, audio is fixed now.
I loved the premise of this game.
If you don't try and spam it can defiantly be a challenge especially as you add more and more sectors.
Maybe in a future update you have to click something to "address" or delay the destruction. Something that is still simple but can make the level last a little longer. However, I acknowledge that this suggest also goes against the premises, so take it with a grain of salt.
Overall good job!
Not at all, initially I was thinking that the user would need to file some paperwork every time they changed the observing sector, like "Papers, Please". So the longer it takes for them to do that task, the more messed up other sectors get, but that needs more time to get it right, so I chose the more straight-forward solution for game jam. Thanks for feedback.
Interesting idea!
I liked how the concept of controlling a city as an observing entity blended with the gameplay. However, from a “game” perspective, the intended role of observation didn’t stand out strongly enough.
It felt like I could clear the game simply by rapidly clicking between areas to keep everything slightly monitored. Because of that, observation didn’t feel essential, and the experience leaned more toward a physical, reaction-based game.
I think it could become much more engaging with additional variables or mechanics that make observation feel more meaningful.
(This comment was written using a translation tool.)
Well done, you figured out how to cheese the game. You are absolutely right, it needs more balancing, currently observing a new sector stabilizes that sector too fast.
Woah!! This is intriguing, what a cool idea! I love how you've made my attention the engine for progress. It would have been cool to make the little boxes selectable with the key 1,2,3, but actually I wonder if that's a response to having my attention used against my will haha. I immediately wanted the experience to require less of it.
Very thought-provoking little game, nicely done.
Thanks, I have had the idea of commieblocks (Soviet apartment buildings) as physics boxes for long time and originally I was thinking to nudge them directly, but now with this gamejam theme, indirect control over them made even more sense.