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A jam submission

Don't Crash The MarketView game page

Submitted by Indept-Studios — 7 days, 19 hours before the deadline
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Don't Crash The Market's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#1002.3752.375
Innovation#1162.1252.125
Effort#1162.5002.500
Idea Execution#1302.1252.125
Creativity#1481.8751.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Took me 409 years to finish the game! I find the mix of a resource managment game and a reigns-like game to be interesting as a foundation, but there's some fine-tuning needed. The lack of background music and sfx makes it a bit boring, and it's difficult to tell how much of each resource is being used or needed. I also think the game would benefit from non-ai art, as I feel it unfortunately makes the game feel low-effort. Otherwise, I think it's a solid start, just not quite there yet.

Submitted(+1)
Hi! It looks like everyone’s having fun with this game, but I’m not sure what’s going on with the UI on my end. Maybe iOS isn’t supported?
Developer

Thanks for pointing that out! I actually hadn’t tested it on other devices. I also realized the same day I submitted it that I messed up some stuff in the UI 😅 so yeah, that’s definitely going on my fix list.

I’m already working on the next version, so hopefully it’ll be properly playable then. Really appreciate your feedback, thanks a lot!

Submitted(+1)

Took me 351 years... 

There is a base here, but for it does not come together as a game. For a short fix, I think animations a more visual feedback would be nice. It works as a concept, but is not game yet. 

Submitted(+1)

took me 414 years, im good? :D

Submitted(+1)

Good idea. Can grow in smth interesting. Further development is necessary.
My experience: at the start, I tried to click on every building, but nothing happened. Then I realized it's an idle game and I should just make choise once in 10 sec. Negative effect cards feels like not the best choice for idle game cause player wants to go up and up fast and these cards just limit the choice. It would be nice to add some more player activities.
No idea what is Bank building for))

Submitted(+1)

The game is pretty engaging, and with some graphics and sound added, this could turn into a really interesting resource management game. I would have liked to see the current total income for each resource displayed somewhere. It is also not very clear what happens when you go into deficit, for example with food or tools, since the consequences are not really shown. I also was not sure about the purpose of cards with negative effects, because there is almost never a reason to pick them if there are better options available.

Developer

Thanks a lot for your feedback. Yeah, there are still a few things I just didn’t have time to finish. One thing I had planned, for example, was that when you hover over the icons, you’d see how the current modifiers actually affect things. That would’ve made it clearer what happens when you go into deficit, since you’d be able to see that, for example, factories don’t run at all or only at reduced efficiency.

The cards with negative effects were honestly the biggest issue for me and a bit of a learning experience. I personally like games that aren’t easy, where you can still mess things up even in the late game. But at the same time, I have to keep in mind that not every player feels that way. I spent hours trying to balance positive and negative cards, but in the end it just didn’t work out the way I wanted. So it ended up being a pretty simple “pick 3 cards out of X” system.

In a lot of my runs, my highscore list has 67 entries, I actually ended up with three negative cards multiple times and had to decide which bad option to take.

But yeah, I get your feedback and I’ll take it on board. There’ll definitely be another version coming.

Submitted(+1)

I think purely negative cards feel somewhat pointless, not because they are too difficult, but because there is simply no real reason for the player to choose them. A more effective solution, in my opinion, would be to design cards that offer a meaningful benefit in one area while also introducing a downside somewhere else. That creates actual decision-making space for the player: is the bonus worth accepting the drawback or not.

In that kind of system, negative effects become much more interesting, because they are part of a trade-off rather than just a punishment.

And yes, I would be very happy to follow future updates if you decide to keep working on the gam