Human Rises by Tinis Games
Humans... The more you have, the worse it is... They use arable land for their own comfort, they exploit the oceans and forests to feed themselves until the species are extinct and eat like a horse... At this rate, they will eventually disappear...
Fortunately, they have the intelligence to improve the situation. Will they have time, however, to use it for survival ?
The goal of the game is to reach 1000 Research points before Happiness reaches 0, and before your neighbours. You can do this by interacting with the politics of your country and trading with your neighbours.
This game was made with Phaser.io
Use graphics by Buch (https://opengameart.org/content/golden-ui-bigger-than-ever-edition) and LuminousDragonGames (https://opengameart.org/content/simple-ui-for-game-menu-etc)
| HTML5 (web) | https://tinisgames.itch.io/human-rises |
| Original URL | https://ldjam.com/events/ludum-dare/40/human-rises |
Ratings
| Overall | 1092th | 2.681⭐ | 49🧑⚖️ |
| Fun | 1132th | 2.255⭐ | 49🧑⚖️ |
| Innovation | 723th | 3.011⭐ | 49🧑⚖️ |
| Theme | 593th | 3.424⭐ | 48🧑⚖️ |
| Humor | 926th | 2.023⭐ | 45🧑⚖️ |
| Mood | 1043th | 2.389⭐ | 47🧑⚖️ |
| Given | 56🗳️ | 61🗨️ |
I tried something like 10 games, did not manage to win but I will try a couple more games :)
Thanks for comments and bug report, I'll try to change it soon. I don't know if I have the right to correct after submission.
For the market, my first idea was to be able to exchange "everything for everything", with different rates depending on the resources of the countries and their speciality. But that meant developing some form of A.I., and unfortunately I didn't have time. As I would say in the feedback that I write, I developed the game alone, when we should have been 2 coders. I had to simplify by fixing only one speciality per country (food, research, gold). I think I will work on this aspect in a future version :)
Thank you for your comments! Yes, I had several feedbacks regarding the overload of information. A little tutorial could have been useful, because many aspects of the rules can be unclear. Afterwards, I also don't want everything to be explained and let the player guess the logic behind it. I find it more rewarding, but it is true that it is difficult to balance between course/learning and some information could be clearer, like "+" or "-" next to the parameters to know how they will evolve in the next round.
Spoiler on arable land, industry and home renovation: as the number of citizens increases, the more housing land is needed, and therefore inevitably the number of arable land decreases accordingly. Where else can humans build housing? The funding of "home renovation" makes it possible to slightly reduce the number of "housing land" needed per inhabitant (the old abandoned houses are basically habitable again). Industries earn gold, but each industry is built on land that could have fed the citizens.
I agree with some of the reviewers that a gradual introduction to the mechanics would have helped the game.
> My budget (ie why I was losing gold or something else)
> Tooltips about policies
> Graphs about the progress of different nations over time
> More types of policies and more policy options (probably with a different UI)
Market trades seemed back-to-front and the game UI seemed designed for larger screens. Sims are hard to get right in this respect. Music and sound effects were lacking. I thought the UI background was nice. Overall this game was tough to get into and left me wanting more, but I had enough fun with it in the end.
UI and design questions (issues!):
- There is no indication on the amount of fish and animals. I can let them repopulate, but when should I do that?
- Home renovation and Housing level both reduce Housing need? How exactly? Is one of them better in certain situations?
- Industry. What does it do? Does it produce food, happiness, housing, gold or something else?
- Trading. The Peaslands run out of food fast. Why can I only buy food from them and not sell?
- Is there any randomness to the rules? Sometimes food seems to run out much faster, even if doing the very same things?
- Is it possible to win at all? How many turns does it take?
Technical issues:
- Pressing the help button twice breaks the close button
- The GUI sprites are blurry. You should use the *Tiled* Image type in the UI Image component with the sprite borders set accordingly in the sprite editor.
- Restart button would be nice
Good idea, I do like the genre. The implementation, especially when it comes to conveying vital information, is lacking.
Overall: *Below average (2.5)*
Fun: *Guesswork! (1.5)*
Innovation: *Above average (3.5)*
Theme: *Good (4.0)*
Humor: *Bad (2.0)*
Mood: *Nonexistent (1.0)*
- Add a tutorial, which explains little by little, without revealing too much about the game mechanisms either,
- Review the market system, so as to be able to exchange all possible resources, and so that the market offers changes every turn,
- Improve graphics, by displaying lands, adding icons and reviewing the user interface,
- Display, once a policy has been conducted, the gains and losses that it brings via "up" and "down" indicators, and see overall changes (a bit like in the game "Reigns")
- Add "hearsay" that I didn't have time to do in the first version (for example: "fishermen are having more and more trouble finding fish lately" or "it seems that the Richiztan made a food shortage, the tension is rising at home") that allows to give indications without revealing too much,
- Add sounds and background music,
- Add a menu and an end, with a "restart" button.
To answer some questions that I have not answered yet, there is no chance in the game, everything is proportional to other parameters. The game is made for wide screens (1400 * 800 px) and I don't think I'm doing responsive design.