While the fundamental idea is an interesting one, the visuals are neat, the necessary information to properly play the game is conveyed really poorly.
While I understand that a degree of ambiguity is the point, the way information is relayed is not enough. For example, it’s completely unclear what the three values are even supposed to represent; “Happiness - Defense - Peace” as far as I can tell, but it’s not clear how they even relate to each other and to events. For example, my first game I lost, because Westland had %85 happiness, but -100% peace… so I everyone turned into marauding bands of happy Jokers I guess.
The second issue is how every map-event is simply labelled “Stop them / Dismiss”, which can be really confusing; for example “Corruption has been discovered”… okay, now what does each option mean? Does “Stop them” mean “Stop the corruption charges and let them (whoever that is) continue be corrupt”, or does it mean “Stop the corruption and bring them to justice”.
Both these issues combined, means it’s purely a game of memory.
That all said; still neat idea and super neat presentation.
The stats are supposed to be Contentment ( Civilians ), Safety ( Military / SEPO ) and Trust ( between Allies ). It's super true that they are way too obscure, and we planned to give better feedback on decisions.
Stop always means stopping the action, as in your second assumption, but I can see how it is badly designed especially coupled with the dismiss option that is literally the same thing as waiting.
It turned out to be way too much of a guessing game for sure, but we really struggled with finding ways to incorporate more strategy and to be honest - we tried doing something with a new genre that we haven't tried, but it didn't end up being too fun to make and with it being a Jam entry we were content with how it turned out.
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While the fundamental idea is an interesting one, the visuals are neat, the necessary information to properly play the game is conveyed really poorly.
Both these issues combined, means it’s purely a game of memory.
That all said; still neat idea and super neat presentation.
The stats are supposed to be Contentment ( Civilians ), Safety ( Military / SEPO ) and Trust ( between Allies ). It's super true that they are way too obscure, and we planned to give better feedback on decisions.
Stop always means stopping the action, as in your second assumption, but I can see how it is badly designed especially coupled with the dismiss option that is literally the same thing as waiting.
It turned out to be way too much of a guessing game for sure, but we really struggled with finding ways to incorporate more strategy and to be honest - we tried doing something with a new genre that we haven't tried, but it didn't end up being too fun to make and with it being a Jam entry we were content with how it turned out.
Thanks for the great comment!