The Fall of Mezentople by vgel
https://vgel.itch.io/mezentople
The Fall of Mezentople is a game about the shape and color of decline. Mezentople will fall, but your choices shape the course. Explore the late years of a fading empire at the end of antiquity as you make choices affecting the vibrancy and cohesion of eight unique cities. There will be devastating tradeoffs as the collapse progresses. The end may be inevitable, but what happens along the way is not: no two runs are exactly the same!

| Link | https://vgel.itch.io/mezentople |
| Original URL | https://ldjam.com/events/ludum-dare/50/the-fall-of-mezentople |
Ratings
| Overall | 420th | 3.735⭐ | 36🧑⚖️ |
| Fun | 1067th | 3⭐ | 36🧑⚖️ |
| Innovation | 340th | 3.647⭐ | 36🧑⚖️ |
| Theme | 146th | 4.176⭐ | 36🧑⚖️ |
| Graphics | 357th | 4.044⭐ | 36🧑⚖️ |
| Mood | 618th | 3.544⭐ | 36🧑⚖️ |
| Given | 39🗳️ | 47🗨️ |
I loved the narrative of an empire crumbling, and the cadence of its decline felt really tasteful; it gave me the space and enough choices to feel like I really was delaying the inevitable. The map is gorgeous, and the valences/colour parameters are such a great way to display the effects that the player has.
I would have loved some music or SFX, but golly the writing more than makes up for it.
Very well done!
I do wish, mechanically, it was easier to understand the success/failure of your actions. Game designers sometimes talk about the importance of feedback loops: how hard is it / how long does it take to understand what I did well vs. poorly and improve? I realize in a game where loss is guaranteed, that only matters so much, but I still think I would have felt more satisfied if I understood what I gained by making my choice and not the other, or what I avoided by not choosing the other one. I also wish the aspects took longer in change color after making choices--I could barely track my eyes across from the event to see it in time, and given the map was so gorgeous (and it was important to understanding consequences) I really wanted to.
Overall a really evocatively written and visually beautiful game that perfectly uses the theme, with a couple rough interface elements and some gameplay design issues that are understandable in a short jam, but if developed on could take it from something definitely good to absolutely great! Please keep playing with large scale story games like this, I'd love to play something from y'all in the future!
I think the fact that the consequences of your choices aren't very apparent or "gamified" with stats is one of the strongest features of the game. The choices, to the player at least, don't boil down to a simple game of numbers. The feedback is shown well enough already to make consquences clear, but not enough to make min-maxing the game very viable. As there's no way to know which is the "better" choice, the player has to choose based on morality and judgement of outcome alone.
The level of polish here is outstanding. The UI is clear, cohesive and good looking. The animations add a lot to the game feel, but are snappy enough to not hinder the pacing. Some sound effects and music would go a long way.
The game is engaging and thought-provoking, and has a lot of potential to be expanded into a full game. The foundation is all there, it just needs some more scenarios and choices. A randomly generated map also seems plausible, and would add a lot of replay value.
I loved the way the analogy between the parts of an empire and the leaves of an autumn tree is driven home by all the event texts as well as the visuals. Very strong concept. I think the two most obvious improvement areas for a post-jam version would be adding some fitting background music, and improving the way the effects of a choice are applied to the map - currently it is very hard to see what exactly happened due to your choice, because it is immediate, and happens on the map while you're looking away from it (at the buttons).
I think adding a delay and an animation here could be really helpful in creating some immersion, giving the player a sense of control, as well as forcing them to notice and register the changes. Maybe some added narrative text could really drive home the point of what's happening due to the player's choice. (I was facing a somewhat similar problem in my submission, and I spent a considerable amount of time creating a delayed wave effect to update the map when the player clicks the End turn button.)
(Edit: I can see now that I'm not the first one to bring up this aspect, and you're already planning to address it. Excellent news!)
With these two improvements, I think this would be a rather complete game with a powerful and memorable theme. I hope to see a post-jam version!