Outcry by ACartlidge
Play the role of an "Open Outcry" trader on the floor of a commodities market. Use their special (real) hand signals to fill your clients' orders in a crowded loud trading floor.!
How to Play
Every day you get orders from clients and have to fill them in the trading pits. You get money for every order filled properly, plus you get profit if you fill the order for a good price. Your goal is to make $1000.
To get an order, click on anyone talking on a phone.
To fill an order 1. First note the side (buy or sell), the price, and the quantity. 2. Go to the correct trading pit and watch for the price to match your target price 3. Set up the right hand signal with Shift to swap buy/sell, and mouse wheel to change quantity. 4. Hold RMB to show your signal and get traders' attention 5. When you see a trader who matches you signal, and you're happy with their price, click their face to make the trade
If you mess up the trade, either by clicking the wrong hand signal or buying the wrong thing, it is labeled an OUT TRADE and you dont get any money!



Controls
WASD & Mouse - Movement
Space - Jump
Mouse wheel (or number keys) - select trade amount
Shift - Toggle buying or selling
Credits
No AI was used for art, music, writing, or thinking. I used Claude and Gemini for research/debugging.
Art - tracing my hands and historical photos, level modeled in Blender
Sounds -Free sounds from Pixaby
Music
- https://pixabay.com/music/synthwave-synthwave-retro-80s-491697/
- https://pixabay.com/music/synthwave-a-hero-of-the-80s-126684/
Discussion/Devlog
This game was wildly hard to make fun. I think I learned a lot about game design from just trying and failing at so many different approaches.
Ideas that didnt work - Market has a price and all the traders are rapidly flashing signals for prices spread around that - overwhelming - Traders are already flashing quantity signals and you have to go fill an order. Initially too easy because you could buy from anyone (partial orders were allowed). Then too hard, because you were hunting for both a good price and the right quantity, and you might just be stuck - You need to match the exact quantity but you can punch and kiss the trader to make them sell more or less - mentally overwhelming - Call and response minigame to make an order - not fun - Keep your mouse in the circle minigame to secure an order (simulating getting traders attention) - super not fun - No orders, just buy low and sell high - created opportunities for turbo arbitrage by just selling among members of the pit - Same but with a bid/ask spread built in - suddenly boring, nothing to do
So many ideas ended up with just sitting there waiting, or with 100 symbols flashing in your face and taking way too long to parse out. The thing that helped was relaxing my attachment to the real life subject (so many hand signals) and letting the hand signals be more of the "fiction" or fantasy of the game instead of the core mechanic. I rewatched the videos of the traders and thought about how what really feels cool is slinging hand signals, not parsing other peoples'. That's the motivation for this last iteration of the game. I really did want to add a mechanic where you can get in fistfights with traders when you have an out-trade.
The other big thing was taming randomness. I feel like I had a bit of an epiphany here! Games are fiction! They have only the rules we say they have! Initially I used perlin noise to simulate the stock moves and traders randomly picked quantities. That was very very bad, you could have a bunch of orders where all the prices were too high, or no traders offering the trade you wanted. Then I realized I could bring the market to the player: when the player picks up an order, the market's baseline price moves towards that order price. It still varies, but it is varying around the order price now. Same for the traders. They know what you're looking for, and there's a 50-50 chance they will offer the side (buy sell) you need plus a further 50 50 chance they will offer the quantity you need. Between them all the probability of not seeing the trade you need is quite low (not zero but oh well).
Cutting room floor ideas - Ability to punch other traders if they made an out trade - Some kind of rivalry system, if a trader keeps getting the better of you they become your rival - Going to the bathroom to "powder your nose" for some kind of slo mo powerup - I wanted a much more bustling trading floor, with lots of faces, palette swapping the clothing colors and skin tones - A house that filled up with all your purchases (eg ferrari in the garage)
For Nerds: Documentary on open outcry at the Chicago Mercantile Exchange https://www.youtube.com/watch?v=F0DxNDU1xW8
Ratings
| Overall | 515th | 3.46⭐ | 27🧑⚖️ |
| Fun | 474th | 3.3⭐ | 27🧑⚖️ |
| Innovation | 59th | 4.077⭐ | 28🧑⚖️ |
| Theme | 117th | 4.24⭐ | 27🧑⚖️ |
| Graphics | 455th | 3.7⭐ | 27🧑⚖️ |
| Humor | 69th | 4.021⭐ | 26🧑⚖️ |
| Mood | 374th | 3.708⭐ | 26🧑⚖️ |
| Given | 27🗳️ | 26🗨️ |
That said... the atmosphere was really cool. The theme is well executed AND original. The ‘trading frenzy’ bit, with the music and sound effects, had me in stitches too – you really went all out and that’s brilliant. I didn't know anything about that world at all, so it was quite funny to see that
For the post-jam, I think a short tutorial (not a long text to read, but more of a very simple, slightly guided first task) might make things easier :)
And perhaps also checking the controls to make things run more smoothly (though maybe it’s just my computer!)
Good luck for the post jam version
PS an out-trade is what happened when the buyer and seller recorded different trades after a misunderstanding. At the end of the day when everything got settled they'd find the discrepancy and the trade wouldn't go thru. There's a story in that youtube video about a new trader losing millions of dollars from messing up the quantity on a trade.
The gameplay is definitely unique and impressive for a jam. I like the interpretation of the theme too. Even the mid-day dialogue had me cracking a smile. Great work!
How fun is this game? Fun enough that I even watched the 21-minute documentary. It was really interesting to learn from zero about a background story I had never encountered before.
In terms of gameplay, it did take me a little time to get used to it at the beginning. I even refreshed the page and restarted three times because I couldn’t find a retry button or anything similar at first.
Overall, it’s really well done. I like it!