Play Year 2141
Year 2141's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #257 | 4.018 | 4.018 |
| Audio | #281 | 3.456 | 3.456 |
| Overall | #370 | 3.444 | 3.444 |
| Gameplay | #449 | 3.246 | 3.246 |
| Innovation | #517 | 3.175 | 3.175 |
| Theme | #523 | 3.526 | 3.526 |
| Enjoyment | #587 | 3.246 | 3.246 |
Ranked from 57 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You need to recruit people into your settlement, for that you need to take risks by letting them in, trusting them can prove costly.
Trust no one and double check every character's background before letting them in.
What code and assets did you not make from scratch during the jam (if any)?
None, all was made during the jam week
How many people worked on the game?2
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Comments
Nice visuals and theme representation but it took time to understand the core mechanic.
The worldbuilding is a lot wow :0. But unfortunately this means overwhelming the players at the beginning, especially for jam games. I'm really surprised this type of game is done in a jam, kudos to you for that. This also made it that there is no clear goal on what to actually do in a certain time, big games might remedy that with quests or objectives, but that scope is too much for a jam. Other than that, the art is super cool, the music fits well, great job with this!
Looks really nice. However it's hard to figure out what is what. My favorite thing about the game is that there are items representing the traits in the book: i.e. the tape representing people with the clumsy trait. I think focusing more on this instead of text would give the player a clearer vision of goal. Also i had enough people at early days so I had to pass through multiple days at once. I feel like the game needs a bit more day action. Great visuals though.
I really like this one. The graphics are fantastic. It's pretty easy to get into. I feel like my only complaint is that resource gathering is too slow. It takes a lot of days to get much, which hurts especially early on. Great job though! I had a lot of fun with it.
I really enjoyed the style of your pixel art. I grew up playing Heroes of Might and Magic II. So I really enjoy the day to day turn based system you made and being mindful of your decisions based on factors you encounter. Great job!
Hey, this is a cool game concept and I particularly liked the traits system! The mission is also clear from the get-go. The number and complexity of the systems in this game impressed me, well done on completing all this in time.
What could make it better:
UX:
1. there are too many systems at play at the start and I didn't really know about the build menu until I tried tapping the bottom. (Tutorials would be good!)
2. can probably do away with the recruitment segment if your beds are filled
3. needs more tooltips!
Balance:
1. too many days spent making no meaningful decision
2. resource generation is too slow
3. hard to recover when someone destroys your houses early
Hey, thank you for your remarks!
We both, NoCymer and me, want to continue this game. So we're working on the UX design of the game.
We're adding tooltip to explain all buttons and fonctionnalities to the Player. We also will progresivly introduce the fonctionnalities to not over inform the player in the early game.
Now the recrutment phase is skipped when all beds are already filled. Only the fade in / fade out black transition screen is displayed and a message is added on the center of the screen telling player it must add new houses. We also added a save icon as the game is saved between the recrutment phase and the camp phase.
We will also add tooltip in camp to tell player witch building has been destroyed or witch citizen has been murdered.
We also will work on balance as this is the main mistake of our game submition.
We have many ideas for the future. We need to determine witch ones will be good and then implement them. Some of them :
- world events
- merchant
- truth potion to reveal hidden traits
- traits intensity. Low intensity trait has poor impact or low trigger rate and high intensity trait has rich impact or high trigger rate.
- camp extension
- ...
The game was well-polished and I also liked the artwork of the game!
I can see so much potential in this game. The visuals and audio are exceptional, story plot is solid (and mimics game devs current demise lol), with a bit more polish and UX this game can go far. Here are my 2-cents:
- Show, don't tell (but ig this is due to time-constraint). I'm presented with a wall of text for tutorial, but I still don't know what to do when I get into the game. I have way too many people initially in the settlement that I can't fully trust, so the game's first 5 minutes is just reading texts upon texts. If the gameplay revolves around reading texts, ya need to really amp the polish and juice of text-reading; click outside to close UI, click on item to open Item book, click faction emblems to open Faction book, etc.
- What's the purpose of the game? Am I playing to win? Until everyone dies/resources drained? What are the consequences of my actions?
Hey, thank you for your remarks!
We both, NoCymer and me, want to continue this game. So we're working on the UX design of the game.
Your propositions about UX are really interesting!
We added modal close functionnality on backdrop click.
Now traits book is oppened at the correct pagewhen you click on an item if the item is linked to a trait. Also if you click on a trait in the citizen description sheet it opens the traits book at corresponding page. Same things for the faction emblem.
About game goal the original idea was to try to survive the longer as possible and with the most citizens as possible.
For this we will try to work on balance (this is the main mistake of our submition).
We also will indicate this goal to the player.
Maybe we can gererate a score in the game over scene.
And we will also add secondary objectives. Some ideas :
- Reach X citizens
- Survive X days
- Build X buildings
- Reveal X hidden traits
- ...
Cool game! I like the game idea.
Feels great to play, with an excellent setting and really cool visuals!
It’s an interesting game, I liked it. Cool visuals, it looks like you put a lot of effort into it :)
A bit too much text for my liking but good game :)
Promised I'd play, so here's my feedback on the game! I absolutely LOVED the audio in your game. I found it really immersive! The interface also worked really well and felt very professional, and I honestly find it incredible that you managed to make such a game in just one week.
I also loved the little introduction in the notebook at the beginning of the game. I really enjoyed discovering the game and playing through it, and I found it easy to get attached to the characters and their descriptions. The narrative is really well written, and I also really enjoyed the daily reports.
The concept really made me want to keep playing, especially the idea of figuring out who to trust in order to survive, as well as the way people's personalities affect their productivity. I think that makes the game feel much more original and fun!!!
However, I think the game could use a little more polishing, as I noticed a few typos here and there. I also noticed that the characters would sometimes carry items that weren't mentioned in their notebook profiles (although maybe that was intentional!). I'm also wondering if there's something I missed besides building more and more things and letting the days pass. Does the game end after a certain number of days?
Overall, the story is great! I had a lot of fun checking each notebook and reading through the characters' profiles to make the best choices. I'll definitely come back to this game!
Nice concept! I really like the backstory for all of it, I could imagine some big game in which you could explore all the factions' bases and the wasteland with hostile robots. Art style is great as well as sound design. It would be worth to work on it after the jam more, so far it has little options on terms of base building and after awhile I didn't have to care whom I accept into the camp anymore. No matter what they broke or stole I always produced more resources than I lost. Balance it out a bit and add more content and it would be a great game!
Hi Yernow,
Thank you for you comment. Yes balance is our big mistake. We will improve this!
You can really tell that a lot of effort went into the overall atmosphere and feedback.
I’m not very familiar with management games, but I really liked the idea of playing as the employer and managing the staff. Overall, it was a really fun experience!
Loooove a good resource management game! I think its really cool that you have to worry about peoples traits when recruiting them! I did have trouble on full screen (couldn't see the drawer) but I would love to see the game continue! In the future I think it would be really cool to have little dudes wandering around the camp
Nice art!
WHATTTTTTT you telling me you made this in just a two people group in a week. This is absolutely insane. This game feels like what I play on coolmathgames or crazy games. If your reading this and you dont like the game then your completely wrong
If you want the same strategy type of game, try mine.
I enjoyed it! I think I didn't realise there was a max person count, so i just accepted until i couldn't anymore
Cool game, would be nice if it got harder throughout, so figuring out people's hidden traits was more important to progression
I Gacoby,
Yes, we will work on balance for the next versions of the game.