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[First-Time Dev] Running a simulation of "Gross Domestic Poverty"

A topic by Henry_31 created Apr 29, 2026 Views: 148 Replies: 4
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Hi everyone!

I’m excited (and a bit nervous) to share that I’m participating in the Fuck Capitalism Jam! This is officially the first game I am making .

I’m building an economic simulator titled "GDP: Gross Domestic Poverty." My goal is to challenge players to run a capitalist government where "success" is measured by a rising GDP, even as the population starves.

What to expect:

  • A "Closed-Loop" Economy: Manage Farmers, Traders, and Consumers. Watch how money flows and where it gets stuck.
  • Political Satire: You have all the "knobs" of a real government—minimum wages, subsidies, taxes,  price floor etc
  • The "Austerity" Mechanic: I’m implementing a dark achievement system. For example, if you raise taxes and 5% of your population dies, you'll unlock the “Fiscal Responsibility :- Some people deleted to maintain government treasury” achievement.
  • The Election Cycle: Can you keep the "Happiness Index" high enough to get re-elected while the Treasury is bleeding out?

As a first-time developer using Godot, I’m learning a lot about game development ,I am good  in python so I am facing no problem in logic but really  facing problems in UI/UX . I want this game to be a satirical look at the "death spirals" of capitalism and the impossible choices of government management.

I'd love to hear your thoughts on the "Gross Domestic Poverty" concept or any tips for a first-timer!

Submitted

I really love the idea, I'm really excited to try what you come up with :) Godot is an excellent choice.

You could keep the reveal of the meaning of GDP for the end, I'll always remember how Undertale did that with EXP and LVL XD

I think there's going to be an interesting tension where you can sacrifice people to make the happiness index up. 

Best of luck!

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Sounds like a cool play on words and I’m interested in how it turns out. If you have trouble understanding UI in Godot this is a tutorial that really helped me out.

I made something like this for a previous edition, but since it was UI heavy, I just made it in Vue.js

Thanks for the link! It helps a lot. I’m trying to keep the UI manageable for my first Godot project so I don't get overwhelmed. I’ve actually prototyped something similar in PyQt before, but I really want to see it come to life in a proper game engine this time. Godot feels like the perfect next step to turn those logic scripts into a real 'experience'!

THIS IMAGE IS OF MY  PYTHON PROTOTYPE [I MADE JUST FOR FUN]

yo this idea sounds so fun!!! I cant wait to play it!!