How it Ended by dxk2294
How It Ended

United Climate Task Force
We must delay the inevitable.
The UN has finally signed off on the creation of the United Climate Task Force (UCTF) and appointed you as its leader. Though the road ahead is sure to be rife with challenges and setbacks, the world has put its faith in you to prepare humanity against the existential threat of climate change.
From here on out, it will be up to you to oversee the direction of the UCTF.
The world is depending on you.
Gameplay

How It Ended is a climate crisis management sim. Take control of the United Climate Task Force across the globe - responding to urgent events, building up your resources, and delaying humanity's extinction for as long as possible.
Ratings
| Overall | 180th | 3.957â | 25đ§ââď¸ |
| Fun | 728th | 3.348â | 25đ§ââď¸ |
| Innovation | 252th | 3.739â | 25đ§ââď¸ |
| Theme | 18th | 4.457â | 25đ§ââď¸ |
| Graphics | 233th | 4.217â | 25đ§ââď¸ |
| Audio | 273th | 3.783â | 25đ§ââď¸ |
| Humor | 802th | 2.762â | 23đ§ââď¸ |
| Mood | 355th | 3.804â | 25đ§ââď¸ |
| Given | 32đłď¸ | 27đ¨ď¸ |
I couldn't tell if I fell victim to a particularly unlucky seed, or not, but a lot of my early choices were identical. For the first few turns all I was doing was using seawater to fight forest fires and discovering new species of tick. Adding some guards againt that (e.g. decreasing the probability of a choice appearing each time it appears) might help.
I need more instruction... Or did I miss something? I once tried to build a wind-driven power plant but nothing appears, same thing happened to my solar panel once.
Still, good game! I like the UI and scene design, but SFX seems to be too sharp and I got annoyed hearing them after I played a while.
If you got the "electricity" event twice in a row, well, you're dead, cause you're getting a lot of money away each turn OR you get a crazy amount of electricity, both will lead you to death anyway xD
But idea is awesome, game looks great, and totaly fit into theme. Great job !!
There was some trial and error here and there, like until now I don't if (- money) from an event will be deduced from cash or my income, for one month or forever, or if (-1 clock) per three years will reduce it each time for 3 years, because it didn't seems like it? But as for UI heavy games that's not a lot of misunderstanding, everything else is pretty clear, soo good job there. The game is difficult which makes the inevitability the theme fitting.
What I found slightly disappointing that accumulating green leaves or decommissioning coal doesn't really do anything good? Unless events are based on their numbers, then it okay. Probably would be cool to know that so I can change and plan my moves accordingly. Also, is that a bug that deleting a building will permanently remove "staff" at some places I had one building but 0/8 staff because I decommissioned coal plants.
Honestly I would love to see this game without the inevitable theme. Where I would be able to chill and build stuff in peace around the planet and restore Earth. Current version perfectly fits the theme, but it is so depressing :(
Anyway, I hope I didn't come off too harsh, it was great a experience! :earth_asia: :earth_africa: :earth_americas:
@lighty-the-light When you pay for a project with science, you don't actually construct it, you're just unlocking it. That might be causing the confusion - it's definitely a poor UX that we would have liked to clean up !
@haayaargh Thanks for the detailed feedback! There are events that trigger based on high clean energy or high dirty energy usage (as well as other stats). For example, having a lot of clean energy spawns some purely good events. Thanks for the bug report around decommissioning buildings, we'll definitely need to fix that. :smile:
The mechanics are undarstandable but I feel like the UI could be made more clear. For example showing the reason of the gameover (I once got a game over with about 20 years remaining and didn't know what I did wrong). Having to spread structures over multiple places that are mechanically identical seems to just slows down the decision making instead of giving different options with pros and cons. the game without giving the player a decision.