¶City by Sophie

[raw]
made by Sophie for LD 41 (COMPO)

pcity6.gif

About this game

Welcome to ¶City, the Text-Based City-Building Simulation RPG.

If at any time during play you feel lost or confused, just shout "HELP" and somebody is certain to respond. You can also try clicking on bold text if you aren't sure what it's referring to. Usually, it will provide you with some elaboration.

¶City is played in your modern internet browser supporting ES6 JavaScript syntax. It was tested using Chrome; I recommend using Chrome to play ¶City unless you're sure of your browser's full support of ES6 functionality.

The game hasn't got music or sounds of its own, but I recommend putting on a playlist in the background such as this one while you build and explore...

Click here to play ¶City

Background

I was considering ways to interpret the theme and, as soon as I hit on the idea of a text-based RPG/city-building sim hybrid, I knew I had something with potential. I've been writing text RPG games for as long as I've been writing code at all; I even made one for LD16! But I've come a long way as a game developer since then, and I think I've done a lot better this time.

¶City is pronounced as Pilcrow City, Paragraph City or, if you're not feeling up to all those syllables, P-City. The game mechanics are inspired primarily by Simcity 3 and 4, both of which I spent silly amounts of time playing when I was a kid. Meanwhile the fantasy environment and narrative tone take a lot from the Discworld series, which I happen to be reading through recently...

Game mechanics

With all the time I saved by not making graphics, I was able to add a lot of content to ¶City — more than 8,000 words of text worth.

There are roughly thirty different types of buildings in the game, and all of them will have different effects on your city. Many of them also help you to develop and navigate the city in unique ways. (For example, at the Senate and at Courthouses you can speak with an NPC to learn about the city's population, housing, and employment statistics, and you can also approve construction offers at a bulletin board.) A lot of information about different kinds of buildings can be gleaned by reading in-game help topics, but the only way to really understand the effects a building has on your city is to go ahead and have it built! ¶City is meant to be a game of exploration, in which by experimentation you can gradually gain a better understanding of your city and and how its different pieces interact.

Being a game partly about exploration of its mechanics, ¶City can be a bit opaque sometimes. If you're having trouble, you can read the tutorial here. But don't resort to the tutorial for help unless you're really lost; much of the fun of playing ¶City is discovering its mechanics and interactions on your own!

Note that your game progress is saved to your browser's local storage. This means that if you close the tab and come back to the game later, you'll be able to pick up from where you left off.

Miscellaneous data

  • Time spent actively developing ¶City: About 30 hours
  • Tools used: Chrome and Sublime Text 3
  • Code written: 6,080 lines
  • Amount of unique in-game text: 8,622 words
  • Most-used non-stopwords: people (35), city (33), residents (33), food (28), and place (27)
  • Number of distinct colors: 90 hexcodes
  • Most frustrating moment: Adding interiors to player-constructed buildings
  • Most satisfying moment: Adding Her Royal Highness as an NPC
  • Tea/coffee consumed: Two cups of decaf Earl Gray

Post-deadline changes

  • 2018-04-23 15:40 UTC: Fixed an issue that was preventing a very important piece of help text from appearing when the player enters "wait".
  • 2018-04-23 18:20 UTC: Fixed an issue that could sometimes occur when talking to a barkeep.
  • 2018-04-26 17:50 UTC: Fixed an issue involving Galleries erroneously believing that they were Smithys.
  • 2018-04-27 18:50 UTC: Fixed an issue where certain building types were impossible not to overtax.
  • 2018-04-27 19:00 UTC: Fixed an issue with the conditions under which a building's "marked for demolition" text was displayed.

Ratings

Overall 305th 3.457⭐ 49🧑‍⚖️
Fun 536th 2.926⭐ 49🧑‍⚖️
Innovation 425th 3.207⭐ 48🧑‍⚖️
Theme 258th 3.772⭐ 48🧑‍⚖️
Graphics 611th 2.525⭐ 42🧑‍⚖️
Audio 512th 1.609⭐ 34🧑‍⚖️
Humor 346th 2.643⭐ 44🧑‍⚖️
Mood 311th 3.085⭐ 49🧑‍⚖️
Given 51🗳️ 36🗨️

Feedback

theviraldragon
23. Apr 2018 · 13:19 UTC
Reminded me of the good ol days of playing zork
Madao
23. Apr 2018 · 13:24 UTC
@theviraldragon me too!
Zarkonnen
23. Apr 2018 · 13:33 UTC
This is a pretty satisfying hybrid. I feel that I need to spend a lot more time diving into it than I have right now, though.
aaron9
23. Apr 2018 · 14:01 UTC
I really got sucked into this! I think you've done really well with the theme on this, text adventure and city builder definitely don't go together but you've made it work really well :)

I haven't played many text adventures in the past, but after shouting **HELP** a couple of times to the poor citizens around me I started to get the hang of navigating and interacting with the game, and the text started to become images in my mind. I feel like all those years of experience with text-based games really show in this one, great job!

What's more impressive, though, is how you managed to achieve all this while only consuming two cups of tea, and _decaf_ at that! ;)
Alexander Danilovsky
23. Apr 2018 · 19:00 UTC
looks like a game old MUD-games. I love it! unfortunately, because of my bad English I could not fully enjoy the game.
fashionbatman
23. Apr 2018 · 20:32 UTC
What an interesting take on the theme, and with so much content in it. This was fun to play. Good job!
CameronJSamuels
23. Apr 2018 · 20:37 UTC
This is a great game! I really enjoyed playing it. I love the name, and you really spent a lot of effort into making this over the top. Way to go!
DarkAnice
23. Apr 2018 · 20:42 UTC
Nice concept, works great, good work mate!
AdroitConceptions
23. Apr 2018 · 21:21 UTC
```LOL...
name -> bob
shout help if you need help
city name -> Help
help city, are you sure (y/n) Y
..... welcome to help city...
... but... but.. but.. I was asking for help, not naming my city!
```
the food vendor, while nearby... can't seem to be bothered....

suggestion - talk to -object- vs talk -object-... was really confusing.

no sounds... but <shrug> it is a text based adventure.

I am very impressed by the programming of the game.
James Dunlap
24. Apr 2018 · 01:25 UTC
Wow. I am impressed with the depth of what you accomplished here. I can also say that I prefer "talk to <person>" instead of "talk <person>" but would be okay with allowing both. What I really missed was a shorthand for moving like s instead of go south. That was a standard in text adventures, but not implemented here. Also, you might have wanted to opt out of audio and maybe graphics although I think your excellent use of color speaks to graphics a bit.

I really enjoyed this one even though I can imagine getting a very large city where I have to walk A LOT to get to things...
Yanek
24. Apr 2018 · 07:04 UTC
That is a full game you made here. I played for a while never seeing the same line of text twice, pretty impressive. Right now I'm lost in the vacant lots, but I keeping this in my bookmarks to finish it later! Thank you for this game.
🎤 Sophie
24. Apr 2018 · 08:03 UTC
@james-dunlap Thanks for your feedback! You're absolutely right that there could be more input options. (Unfortunately I could only do so much in the time I had.) Also, when you continue to build, you'll find that your city provides you with some useful tools for getting around...

@yanek Oops! But don't worry, if you enter "help" and take a look at the list of commands, there's one that is intended to help you in just this situation. Remember that you can click the **bold** action names to get some help text about them
Bitten Toast Games
24. Apr 2018 · 15:13 UTC
Very cool game
Hanra
24. Apr 2018 · 16:07 UTC
I could easily sink a lot of time into this, nice one :smile:

"You believe you have heard this feeling called "guilt"." .... yesssss
🎤 Sophie
24. Apr 2018 · 16:40 UTC
When I submitted ¶City, I reported in the description that there were 17,000 words of unique in-game text. I had written a custom script to find all the text strings in my code and count the number of words in them. I was somewhat surprised by the result, but not so much that I questioned it... Until just a short while ago I realized I had made an error. That 17,000 word count was almost exactly double what it should have been, since Python's `re.split` function does this irritating unexpected thing where it includes the whitespace (or whatever else you split on) in your list that you thought was just words. That means the high number was a count of both words and the spaces in between them...

Anyway, a more correct number is 8,622.
nofoodtoeat
24. Apr 2018 · 19:33 UTC
I really like this game. It took some time to get into the commands and when to use them, but after I did, I really enjoyed playing
silkworm_sweatshop
24. Apr 2018 · 23:44 UTC
Man, I played this way longer than I expected to and I still feel like there is a bunch more to it. At first I was annoyed there was not even a short time goal stated in the beginning, something like "this is a good place to start, go here talk to this person" but I'm torn about it now. It can feel overwhelming at first but if you give it some time there some charm to just being dropped in and having to figure it out yourself. Hell, even the frustration of finding places decreased after a while as I started to memorize the layout of the town. Might play some more later before I give a final rating.
🎤 Sophie
25. Apr 2018 · 07:06 UTC
@silkworm-sweatshop That sounds like exactly the kind of player experience I was trying to create. It's encouraging to read how playing it felt for you. Thank you much for playing and for your comment!
OddballDave
25. Apr 2018 · 14:44 UTC
Ha! It felt really weird being a civil engineer in a text adventure. The juxtaposition of the two genres was great. Good stuff :8ball:
jcwelgemoed
25. Apr 2018 · 15:55 UTC
Great take on the theme. definitely nailed it
aeveis
26. Apr 2018 · 04:09 UTC
Very nice! I played for a bit and built a bunch of buildings. For me I'm really bad at typing, so sometimes I would need to retype things over and over to get it right. It would be nice if there was an up key to go to previous typed phrase or something like that to make things go a bit faster. I wish time could be counted in steps taken or so since you can get so far away and still have to make it back to the royal garden to wait (since a garden you still need to save up for and a ranch also costs money).

I also made a map on paper to keep track of where I was haha. Talking to the farmer was a nice moment. Good work!
microwerx
26. Apr 2018 · 05:06 UTC
I enjoyed this text adventure / sim city game. It has a lot of depth and I could see someone spending a lot of time. I know that time is short for development, but perhaps having auto-complete so that making typing errors doesn't affect the flow of the game. But, I really enjoyed this. This is one of the best text games this LD41. Great job!
Hilvon
27. Apr 2018 · 21:32 UTC
An interesting entry... though just dumping the player into the game and hoping that they will figure our what to do is... kind of too old school. :smile:
🎤 Sophie
27. Apr 2018 · 21:37 UTC
@hilvon that's why the submission post includes a link to a tutorial!
rjhelms
28. Apr 2018 · 00:44 UTC
This is really cool! I have a lot of nostalgia for the original SimCity and old-school text adventures so this is right up my alley.

It would be nice to be able to see a map of the city in game, but then again, keeping a map with pen & paper was a big part of the genre back in the day.

Well done!
mrwillowb
28. Apr 2018 · 01:09 UTC
Nice to t adventure I forgot how much I love these games
hypp
28. Apr 2018 · 12:17 UTC
This was a very ambitious entry, well done! I liked the idea a lot, but I felt that the lack of visual feedback on construction progress ruined it a bit.
🎤 Sophie
28. Apr 2018 · 14:09 UTC
@hypp Thanks for playing! What kind of feedback were you hoping for? (I guess the text indicator of how far construction has progressed on a building wasn't it?)
Smooth
29. Apr 2018 · 01:35 UTC
Brings me back! Thats great
Mr ChocolateSalmon
01. May 2018 · 09:56 UTC
Wow, it's such a great concept! Definitely got a bit lost still, but the instructions and help are very clear and concise. Good job! :D
nilstastic
01. May 2018 · 17:55 UTC
I just love text adventure games, I spent quite some time playing this one. It even looks nice :-) . Good job.
DDRKirbyISQ
02. May 2018 · 04:04 UTC
Wow, nice. This almost felt like some crazy text-based version of cart life at first. Input parsing could have done with a lot more abbreviations for those who are used to IF games (typing "n" and "s" would speed things through a lot) and I found the timed dialogue pauses to really break up the flow of things -- as if you were reading a book at your own pace and then suddenly were forced to wait a minute in between each page -- but I really appreciated the visual presentation with all the colors and such.

PS: You can opt-out of the Audio category since your game had no audio :)
Ava Skoog
13. May 2018 · 18:25 UTC
It's an impressive game but I guess it's just really not my genre. ): There's so much to keep track of and it makes me a little overwhelmed. That's a personal trait of mine and obviously won't affect my ratings since, again, this is really impressive. Lots of content (as your statistics so clearly show!) and lots of systems!

As an apartment-dweller (and someone who set their own LD game in an apartment!), after taking offense to the game saying apartments were for people who "can't afford better" I made it my goal to build apartments everywhere and demolish every other kind of residence in town but ultimately I never got very far. :p

All of your entries that I've played over the LD's so far really show that this is indeed YOUR genre tho. You're amazing at this and I know there are people other than me who can really get into games like this. Keep up the good work (unless you don't feel like it, of course; no pressure!). :D

(P.S. there was a bit of repetition of commands sometimes and as someone used to typing in terminals it would be really cool to have the feature of being able to press the up arrow key to scroll through previously used commands!)
🎤 Sophie
15. May 2018 · 05:38 UTC
@ava-skoog thank you for playing! I'm experienced as both a writer and a programmer, so it's projects like this where I can really let loose.

I live in an apartment, too... it's best name I could come up with for medieval-ish high-density low-wealth housing, though. I've been working a bit on a post-compo version, and I'm open to alternatives!