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(1 edit) (+1)

A possibly simple feature for the game that would have improved it: An option (or a visual aid & tutorial if it already existed) to temporarily hide the dialogue window would have been a nice addition for viewing the CGs.

As far as difficulty, I personally one shot this game so I don't know too much about the fail states. When the weight indicator turns red, was that a warning that I was about to fail due to weight if I went to the next week without purchasing the next movement upgrade? It was unclear since there was no progress bar or percentage like the other two fail conditions.

It might have been better to break out the effects of your time usage and upgrades into different stat tracking on the end week screen. I know that the time usage is having an effect, but I can't judge if it would have been better or worse to spend my time differently.

A second thought on difficulty while I'm at it: I never purchased food tasters until the very last week (so no effect at all). There were enough end week events during the game play that provided security for a puny amount of gold that it was not necessary. Even getting duped by the one event that reduces security by 15 (vague for anti-spoiler), I still survived with over 30 security left over.

Edit: One remark about the UI as well, there's a mismatch in how "good" and "bad" are presented in the stats. For security, the fail state is letting the bar fully deplete, reach zero. For the public unrest, the fail state is letting the bar completely fill, reach 100. Individually both ways of describing failure are acceptable, but as far as user presentation goes, rewording one of the options so they both either fail at 100 or fail at zero would be less confusing.

All very good points and critique! Thank you for playing.

  • This was essentially mine and Floof's first rodeo ever making a game, so standardised features like you see in Visual Novels weren't entirely obvious on how to implement. We can probably add that after the judging process though!
  • The weight turning red was indeed a warning sign that you were close to failing the game if you didn't either exercise enough next week or buy a weight upgrade to be safe til the next milestone. Definitely should have been mentioned somehwere.
  • Since it was such a short game (you can clear it in like 5 minutes if you know what to do and skip dialogue), I wanted there to be a bit of trial and error on the user's part. But having some kind of feedback on the stat screen on the end might still have been good, maybe just visual effects?
  • The difficulty was a bit of a strange one, since we had some friends help test the game for us. Two of them struggled super hard with the game, whilst some others cleared the game after one failure. There was a part of me that wanted to raise the difficulty even more, but I know that would likely be damning for a lot of people who just want to clear easily. Difficulty Options would have fixed this, but we're not really sure how easy/hard that would have been to implement, so we didn't for the sake of time.
  • Definitely could have been clearer accross the board with many this, Security and Unrest being one of them having different metrics of where you want them to be! Thanks for all of the feedback.

Yeah, I was super confused by the fact that I'd get "green negative" stats for civil unrest and then have the bar going down, I thought it meant I was going to lose when it hit zero like the Security stat would be. I'd definitely suggest flipping it around and have reaching zero be the failure case for both or vice versa. You could change Civil Unrest to "Popularity" maybe?

Also, it'd be handy if the default viewport size on itch was made smaller, it being a super large resolution by default makes it hard to navigate the page and get to itch's full-screen button.

(+1)

I'll make sure to rewrite the tutorial dialogue to be a bit more explicit with the Unrest mechanic, as that should have been clearer. We'll also see about adding a hotkey/button for entering fullscreen without having to go down to the bottom left after the Game Jam is over.