Small World Sim by pyokoanarogue
A construction and management simulator of your own little world.
https://pyokoanarogue.itch.io/worldsim!

Ratings
| Overall | 469th | 3.241⭐ | 31🧑⚖️ |
| Fun | 506th | 2.931⭐ | 31🧑⚖️ |
| Innovation | 438th | 3⭐ | 31🧑⚖️ |
| Theme | 268th | 3.655⭐ | 31🧑⚖️ |
| Graphics | 648th | 2.65⭐ | 22🧑⚖️ |
| Audio | 282th | 3.214⭐ | 30🧑⚖️ |
| Humor | 468th | 2.348⭐ | 25🧑⚖️ |
| Mood | 580th | 2.84⭐ | 27🧑⚖️ |
| Given | 38🗳️ | 52🗨️ |
You made a strategy game and I think that is awesome! I love strategy games. Plus it's also a simulation game, which is also awesome as I love those types of games too. The interface needs a little work. which honestly would be my biggest complaint. Its a little too big and clunky. I had typed out this huge long post about how you could have done the interface but decided it was too much and deleted it. Its just that I really like this game and I would like to see you improve it.
The only other issue is there is no sound for player feedback. Like a sound when you build something to let the player know something happened. There is a visual queue so this issue would be minor but it goes a long way to help with the immersion of the game.
If you would like to hear my thoughts on how you could have improved the interface just let me know and I'll be happy to tell you. Of course its just my opinion but like I said you have something special here and I wouldn't mind helping you improve it.
https://www.youtube.com/watch?v=YsPMHfWvIkU
But yeah, I enjoyed this one. It was a little unclear sometimes what caused what, but maybe that's just me. It took me a little bit to figure out I could build, and even longer to figure out that I could rotate the planet, but I got it eventually. Nice work!
Other than that, I kept playing well past completing all the goal, and filled up the planet with (eventually) trees, houses, hospitals, and a single remaining factory. My population had semi-stabilized around 4600 (with a slow increase as the birth rate goes up automatically once a month). I could probably have gotten it to go higher, but I liked the layout I had and didn't want to demolish everything.
I could definitely see this being expanded into a more complex game. The main thing would be adding more goals, including goals with a "reach X by date Y" format. You might consider creating 'scenarios', like old Sim City games had, where you start with a certain amount of the map pre-filled in, and you have to complete a goal in X amount of time. It'd also be cool to add additional building types, possibly add some rules about what can go next to what, but I'm not sure I see that as completely essential.
The goals gave some specific objectives/direction for the sim. A suggestion could be to expand upon this, making separate "chains" of goals for evolving the world in a specific direction, especially if you add extra buildings with additional tradeoffs.
The building effects complemented each other nicely. I would suggest adding some extra buildings for variety. You could connect them to the goals-mechanic, "unlocking" specific buildings when various goals are reached, which would add an additional element of evolving your world aiming for a specific type of end result.
From a UX perspective, I felt that the building placement interface felt a bit bulky: The buildings are hidden away in a separate pop-up menu, which can obstruct the currently selected tile that your choice will affect, and then after selecting the building, you have to click a separate button to actually build it, with the map still partially obstructed.
I would therefore suggest reversing the order of actions, i.e. first select the building, and then click on a tile to build a building at the clicked tile. That would allow the player to put down multiple of the same building without having to move the mouse between the map and the button panel, and save a lot of clicks. Putting the building choice menu directly on the button panel (as a row of icon buttons for instance) could similarly improve the "flow" of the GUI. Clicking one of them would then change the building description at the top, to match the new currently selected building.
As others have mentioned, the game has a nice old-school strategy game feel to it, with combined with the charming music created a good mood for the game. The day/night cycle and spinning the globe to unveil additional building space were really nice touches.
All in all, it was a quite enjoyable strategy/simulation game, with great potential for further expansion!
>Trees require funds.
>Funds require factories.
>...Industrial trees?
The one problem I had was with the build/pick building buttons. I was constantly building with the last thing via the Build button. Maybe those two options should just be combined. I know how you were trying to save some clicking, but it just adds to the UI confusion. Additionally, I would love an up/down arrow next to each stat to show the way it is trending.
Very impressed you managed to pull this off in such a short time! Kudos!
I found it a bit confusing with the goals and the UI would obscure the world sometimes when I wanted to place buildings. All the text on screen was overwhelming too, 2 days had passed before I had read it all haha. I still enjoyed myself though. I'm always impressed when people make these kinds of games for LD.

Clearly I should be in charge of the entire world with such amazing balancing skills!
This is a great game! As the screenshot shows I have played it for a long time and perfected my governing skills. If I had to find fault with the game then my biggest complaint is the music. I don't think it quite fits the mood and it's too short a loop. However, that's a minor thing that could be easily fixed. Excellent work!
The GUI could be much prettier and less verbose, but that is a minor complaint.
The major complaint then: The stats make little sense. Why does the birth rate go up every month? Why are the *prizes* for the goals mostly negative? How come the population can grow indefinitely?
There are also many typos and less than stellar grammar...
Pretty good work, despite the negatives.
However, it was a really bold move to create a strategy game, and it worked.
I had a LOT of trouble understanding what I was supposed to be doing, what all the numbers meant, and what I was supposed to be doing. I think there might have just been too many numbers introduced at once. I think if the game unfolded a bit slower it might have been far easier to jump into.
The difficulty level for me is ok. But it could be a bit simpler at first, and harder at the end. Gui could also be more intricate.
Great job, and good game, thanks for the 1h fun: D
(Sorry for my bad english)

dear jammers and compoers. I extend to you a plea. apparently i done did botched on without intent opting out of the graphics category so maybe you weren't able to vote for the game in the category . so I humbly plea to review your reviews and allow me to know just how pretty my ugly ducking is. thanks in advance.
thanks to @richard-michael-smith for giving me the courage to ask for this (not a direct recomendation but a reminder )
@smiling-cat-entertainment It also took me a few tries to get the below $20 goal. I could be wrong about this but I think the game checks for goals at the end of each day. If I'm correct, then the goal should only be completed if you have less than $20 after getting your funds for the day.