EYAM by donvermo

ABOUT
EYAM is a game about a small town of the same name. The town has been hit with THE PLAGUE and the people are suffering. As the major of this town it is your job to keep the population alive.
Try and spread out the population, build and upgrade HOUSES to help grow your population but keep in mind that the more people you have the higher the chances of infection.
GAMEPLAY

HOUSES are initially EMPTY, RESIDENTS migrate from ADJACENT houses (Not diagonally) Build and upgrade HOUSES to create more space for your population to live.

GRAVE sites gather corpses from HOUSES automatically, this helps contain THE PLAGUE. Because of their nature GRAVE sites cannot be demolished.
Initially each building type costs a fixed amount, each consecutive upgrade of the same type will increase the specific capacity for that building but will also its cost.
WIN by getting your population cap as high as possible LOSE by having nobody left.
PLANNED FEATURES
One of the initial mechanics that was also supposed to tie into this game was an UNREST mechanic. High UNREST would cause the population of the town to kick you out (and lose the game).
Demolishing buildings or not cleaning up the dead fast enough would increase unrest.
Additional building types: Church / Tavern / Crematorium would have varying amounts of influence on this mechanic and others to create more varied gameplay. I might still consider these for another POSTJAM release.
CONTRIBUTORS
Design: Donvermo
Programming: Donvermo
QA: Cr0VV
NOTE
Gameplay SPEED can be adjusted in the options menu (press escape) This game was originally planned as a desktop release but I decided to build it for web instead to make it easier for everyone to enjoy it. I did not create the 3D models or any of the AUDIO. That super sexy developer art in the UI (which I never got to replace) is all by yours truly however ;)
| HTML5 (web) | https://donvermo.itch.io/eyam |
| Original URL | https://ldjam.com/events/ludum-dare/40/eyam |
Ratings
| Overall | 653th | 3.375⭐ | 22🧑⚖️ |
| Fun | 876th | 2.925⭐ | 22🧑⚖️ |
| Innovation | 486th | 3.25⭐ | 22🧑⚖️ |
| Theme | 442th | 3.575⭐ | 22🧑⚖️ |
| Graphics | 654th | 3.35⭐ | 22🧑⚖️ |
| Mood | 195th | 3.763⭐ | 21🧑⚖️ |
| Given | 23🗳️ | 12🗨️ |
The UI could be a bit prettier, that's true, and having to click the floor and not the houses feels a bit weird, but overall, it works really well and provides a great mood. I also like the interpretation of the theme with the population balancing aspect. Nicely done!
Also, you hid that "game speed" setting really well... ;) But it's great that it's there!
PS: If you didn't create any of the audio, you shouldn't take credit for it, which probably also means you shouldn't allow people to rate your game in that category. It's good that you mention it in your game description though. :)
I felt the gameplay was inhibited by the lack of speed and the inacuracy of clicks. At the begining i really wanted to speed things up, so maybe add a fast forward feature. It would take me 3 or 4 clicks to actually select a plot, but asside from that it would feel better to just not have to click at all to see plot info by just displaying the info if the mouse is over the plot. When i then click the plot would be when i could start construction. These problems in game play were somewhat frustrating, but if they were resolved it could be a more polished game.
Definitely a good twitst on the town simulator idea- thank you for making the game :)
CREEPY
@britt-henderson Thank you for the honest criticism, If you hadn't noticed you can modify the gameplay speed in the options menu. Just to be sure I have modified the readme to make mention of that.
@justinooncx, the POSTJAM version I just released includes additional tooltips that should help clear up the mechanics. If there are things you still find confusing please let me know and I will see what I can do to make the experience more enjoyable.
As for anyone that played my game and didn't leave a comment or if I didn't address you specifically: Thank you all so much for playing, I hope you enjoyed the experience and that my next iteration will only be better because of all of your input.