Die-Alect by Jake White

[raw]
made by Jake White for Ludum Dare 46 (JAM)

Keep a dying language alive in this mix of a sim-management and typing game!

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Place characters into buildings and type out their interactions with others. The better you do, the better they get at the language!

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See how many days you can last!

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How to play:

Place citizens in buildings and shops by dragging them to the popup. Other citizens will visit these shops to interact, allowing you to type phrases to gain language proficiency! Certain classes also increase efficiency in their respective shops.

Click on citizens to view stats

Click & drag to move into buildings

Type the phrase quickly to win "battles"!

Ratings

Overall 259th 3.955⭐ 24🧑‍⚖️
Fun 1265th 3.295⭐ 24🧑‍⚖️
Innovation 57th 4.182⭐ 24🧑‍⚖️
Theme 201th 4.182⭐ 24🧑‍⚖️
Graphics 102th 4.5⭐ 24🧑‍⚖️
Audio 53th 4.25⭐ 24🧑‍⚖️
Humor 414th 3.595⭐ 23🧑‍⚖️
Mood 77th 4.273⭐ 24🧑‍⚖️
Given 9🗳️ 4🗨️

Feedback

X-c
21. Apr 2020 · 03:57 UTC
This looks great.
Bamallama
21. Apr 2020 · 04:00 UTC
Really fantastic looking game. Was a bit confused as to what I was supposed to be doing.
SuperGamersGames
21. Apr 2020 · 04:06 UTC
It was moving, I don't know how you can beat it, but it was really atomospheric.
Tarnes
21. Apr 2020 · 04:07 UTC
Fantastic idea. We tried to figure out fun "concepts" to keep alive, and a language is a great one.
We just did a fire lol.
I'm really envious!
pichuscute0
21. Apr 2020 · 04:14 UTC
@Bamallama - We'll add a how to play description to help clear it up a bit.

@SuperGamersGames - Thanks! It's a score chasing game ultimately. Just try to last for as many days as you can. We'll add a how to play description to help clear that up.

Thanks for playing guys!
jordwest
21. Apr 2020 · 04:14 UTC
Loved the atmosphere of this game, it just feels so peaceful. The sounds they make when communicating are so cute! I'm not sure I figured out how to play it correctly though, or when interactions happen between the characters. Would be great with some in-game tips or instructions.
PatrickJR
21. Apr 2020 · 04:18 UTC
Looks good and sounds good. Pretty fun even though it's kinda confusing. You could be more clear on how the game works. What makes the people communicate better? Typing it faster?
pichuscute0
21. Apr 2020 · 04:23 UTC
@patrickjr Yup, the quicker you type, the better the characters will communicate.
Jenny Bourke
21. Apr 2020 · 05:18 UTC
Had a lot of fun playing this game!! Typing games are my favorite, and I loved dragging the little people around
JoshuaWillmon
21. Apr 2020 · 05:31 UTC
This is an awesome concept. An unique idea executed well. I also enjoyed the little joke pop-ups put in! Good job!
taxiderby
21. Apr 2020 · 16:59 UTC
Cute, charming, and probably my favorite interpretation of the theme so far. Excellent work!
Greebs
21. Apr 2020 · 22:55 UTC
Could just have sat and watched these little meeps walk around all day. But eventually... they died.

A chill experience with words. The highlight of the game is when the player has their first interaction battle. Hearing the little fellas speak as I was type-matching the phrase was a great payout; thanks for that tiny moment!
disperse
02. May 2020 · 03:02 UTC
I'm not sure who we were protecting and how they eventually died but had a great time while I was playing. Beautiful pixel graphics, great music, interesting gameplay, great job!
JUSTCAMH
02. May 2020 · 05:05 UTC
Cool game, but it was very hard to get into. The description on the page wasn't particularly helpful, I had assumed that I wanted to put people in the buildings, but I died. I eventually figured out that there needed to be some in the building, and some roaming around. But then I was a bit unsure about my cause of death, the death message didn't really say much, and I hadn't noticed any stats fall low. I now see that everyone has their own stats, which seems impossible to manage. I'm still not perfectly sure what the death condition is, I suppose one of my citizens dropped to zero stats? I wish it was easier to learn in game, like if hovering over an icon told you what it meant. I'm guessing the book looking icon is efficiency, but I have no idea how efficiency helps. It'd also be nice if there was some warning when things were going into a critical situation, like if dying citizens would flash or make a sound. It'd be nice if the death message gave an overview of *why* you died, so you can try to do better next time. Whilst playing, I had so many unanswered questions, are the different looking characters any different? What do I gain by keeping a store open, and is there some bonuses I'm missing out on? The way that smithing starts at zero makes me think you don't need smithing, is that the case? I also didn't know what the point of the two apartments were for, do I need to let my dudes rest or something?

Ultimately that all boils down to needing better in-game tutorialisation and indicators. The actual game is very good looking and sounds great, an impressive feat for a team of two! I like how you mixed it up with the typing segments, and I definitely improved my typing speed over the course of the game (partially from memorising the available messages!) I've been playing for a while, and it's quite fun, even tho I'm not perfectly sure what to do. I like the different references that pop up occasionally and am impressed by the detail everywhere. I like the mood, I've had the game running in the background and it's nice just listening to the rain and peaceful music. Overall it's a really cool game, but with all of the moving bits, it's hard to figure out what to do.

:heart: :heart: :heart:

![Padding 30.png](///raw/48d/d1/z/33ab5.png)

P.S. It's funny how much I'm noticing by just taking a minute to watch your gifs. I now see that there is a difference between the characters (civilian, innkeeper and merchant), but I had no clue in game (maybe the class could be highlighted). Same thing with the efficiency showing up in the battle scene, it looks like the efficiency affects the speed that text is decrypted. I think I missed all of this because of time pressure, I knew my dudes were dying and I was focused on the ever decreasing stats. Same with the battle scene, I just tunnel visioned on the text to spell out.

P.P.S. Sorry for the essay sized comment, but I hope it helps! I think you can definitely take this somewhere (if you want to)
pichuscute0
03. May 2020 · 21:06 UTC
@justcamh That comment is extremely useful, thanks! I figured the stress of a time system may end up hurting information communication, but we unfortunately didn't quite have time to address it. The game just barely got functional in time for the end of the jam and we'd never made any game anywhere close to this before, lol.

To answer some of your questions, your goal is to keep your dying language alive. You do that by having some characters in buildings and then the rest outside and then having them interact to increase each character's proficiency. I believe the game ends once every character's proficiency decreases to below 50% (as in they are using another language more than the dying one iirc). This probably isn't the ideal end state and definitely isn't made very clear, but it's all we got done in time.

If/when we clean up this game a bit, this comment is going to be super helpful, so we seriously appreciate it. :)
Alchemic
07. May 2020 · 02:05 UTC
This reminds me of a certain other typing game :wink:

I really love the core idea of this game, and the style is extremely comfy, but unfortunately the gameplay just wasn't very fun for me. It was kind of difficult to figure out any kind of useful strategy, and when I eventually lost, I didn't really understand why.

A better explanation of how the stats work would help a lot.

Aside from that though, the artwork and overall mood of the game are excellent! I particularly like the little scrolling notification thing.