Soul Tycoon by OrangeJuicePanda

Description
In Soul Tycoon you play as a bankrupt capitalist who must sell out his soul to begin his investments into a new money making scheme. Purchase property and buildings to work towards buying your soul back and making some profit along the way.
How to Play
- Left Click - Action (Buy, Sell, Repair)
- W/A/S/D or Arrows - Move Camera
- Middle Move - Go to Cursor
Tools Used
- Unity 2018.3 (C#)
- Visual Studio 2019
- Krita
- Audacity
Personal Critiques
What I think could be better about the game if I had more time: * Modify menu causing accidental selling * Districts don't have any visual feedback * Utility buildings were unable to be implemented * The art is not very good

| Source Code | https://github.com/Orange-Panda/Soul-Tycoon |
| Windows | https://orangejuicepanda.itch.io/soul-tycoon |
| HTML5 (web) | https://orangejuicepanda.itch.io/soul-tycoon |
| Original URL | https://ldjam.com/events/ludum-dare/44/soul-tycoon |
Ratings
| Given | 15🗳️ | 6🗨️ |
I didn't understand what to do at first though. I bought my first property, then waited two in-game days before realizing that I needed to click on it. So then I placed the statue, and waited a couple more days, while my count still read zero. Then I realized that I needed to click on it. Clicking on it too quickly kept opening the menu to sell and repair it though. Theeeennn I realized that if I wait a bit, it will give me more souls rather than clicking on it rapidly.
Some visual queues of what to do and when the souls of each stand are maxed out, beyond the sparkles, would be really beneficial, if you plan to continue with this game.
Despite wasting four or five in-game days, I only used a small amount of the board, and bought my soul back in 35 days. It might be beneficial if there were more things to spend souls on, beyond repairs, and/or if the cost of the buyback was increased.
Nice work!
- It didn't take long for me to become a little bored; I was playing for the sake of finishing rather than just having fun with it. Thanks for not having exponential wait-times like most typical tycoons/idle games tend to have. I was able to finish in 24 days.
- The one thing that I enjoyed most was the humor. I can see you put more effort into that than most games do.
- I think having a button to automatically collect from a region of units would have gone a long way in making the later stages of the game more managable.
I would have liked to have something pushing me a little bit towards not just selling all of my less-expensive buildings once I'd gotten to the more-expensive ones. Still, it's a well done sense of progression -- everything seemed out of reach until it suddenly wasn't!
Enjoyed the idea a lot. Wish there was some mechanic to allow for auto-collecting money from my buildings. Might make it too easy but my little fingers hurt
Well done dude