(we sell) P.E.O.P.L.E. by nullval
We are a tech company. Our motto is: "Data is for the informed and uninformed alike"
Our new behavioral model, the P.E.O.P.L.E. model is the most advanced yet seen and the customers are lining up around the building. Now our motto may become: "We sell P.E.O.P.L.E."
OBS: You can scroll the message window and the p.eo.p.l.e. window to find more people
CHANGELOG
vers. 1.1 -alpha Fixed the resolution scaling issue :( sorry!
Ratings
| Overall | 782th | 2.667⭐ | 38🧑⚖️ |
| Fun | 801th | 2.263⭐ | 40🧑⚖️ |
| Innovation | 294th | 3.459⭐ | 39🧑⚖️ |
| Theme | 534th | 3.486⭐ | 38🧑⚖️ |
| Graphics | 664th | 2.838⭐ | 39🧑⚖️ |
| Humor | 340th | 3.063⭐ | 34🧑⚖️ |
| Mood | 701th | 2.894⭐ | 35🧑⚖️ |
| Given | 43🗳️ | 62🗨️ |
Also I didn't look at the chat in the beginning and when I realized that after a while, I had a lot of fun just reading through it. I love games with details like that!
Overall it was a great experience playing your game!
The deadline is too close,give me more time:)
Otherwise, I like the idea, take a risk puzzle games are always fun fillers!
Just out of curiosity, does the "one in a million chance" message actually have a one in a million chance of appearing? I was really lucky if so :D
@bowen I def agree, that it is a bit too random and I _really_ wish that I've could have implemented some kind of model that distributed the stats more interestingly/better.
@cloistered no >:D
@jack-bingham Oh I def agree that it should reset or sell the dataset already collected. This was a basically me forgetting.
@zbugba Oh I agree, I messed up the screen size >_> I should just have doubled it up.
@kizilejderha tbf, data science is more an art than a science :P also no, the "one in a million" doesn't sadly appear with a one in a millionth chance :( I'm def keeping that in mind for future projects!
Sounds like work lol

Otherwise, very interesting idea and once I understood it properly, I had fun. But deadlines are sure brutal, just like in real life. :)
1. You forgot to turn all the serviceworker checks to false as per the [embedding guide](https://ludumdare.com/resources/guides/embedding/), so the LD embed one isn't working. (Edit: It works on Firefox, but not Chrome. Chrome gives me the serviceworker error.)
2. In the Godot project settings under Display -> Window, you need to change the stretch mode to 2D and aspect to one of the "keep" settings:

Because otherwise, this is what happens to the web build OR to the downloaded one when trying to make it bigger and therefore readable:

I like to call this the "Godot Top Left" problem, lol.
As for the game itself, I think the emails in the top left are taking up a lot of space while the deadline isn't taking up enough space; communication of information is important & too much weight is being given to the funny flavortext that doesn't impact gameplay. It would be better as some kind of bar with one email header at a time, while top left could be used to display more useful information or the whole top half of the screen could be used to show people selection.
It would also be better to limit how many people are available to select from at a time rather than the variable update speed, which causes overwhelm looking for the "right" person to harvest.
Also, it's frustrating not being able to sell the data anytime or having it be autosold on the deadline, because if you can't meet exactly the green bars (which I have yet to successfully do without going into the red), sometimes the new request is already ruined by your old data. It makes the deadline feel irrelevant rather than like I have a limited time to build up data.
Concerning the gameplay and design, I definitely agree. There's a lot of things I would do differently, the UI was mostly done on the fly and it totally needs more iterations.
Also thank you to everyone else who've played, rated and left a comment, I read them all and learning a ton! :D
EDIT: and now the bugs have been fixed, I'm not gonna change anything else tho, this is what I managed in 72 hours :P
The most important thing to remember about Godot exporting templates is that you have to re-download them every time you update Godot, lmao.
Regarding UI, I took a rapid prototyping class in university. It might help you to [look into wireframing](https://tinyurl.com/yx75z2mf) so you can do little doodles on paper to figure out a good layout when you're working on the fly. For example, here's a wireframe version of YouTube: 
It's a little bit ["high fidelity" as they say lol,](https://blog.hubspot.com/website/high-fidelity-wireframe) I stick with low fidelity wireframe sketches when I'm planning games personally, since the only person I'm trying to communicate my ideas to is myself so I don't need it to be hi-fi.
But it got me some to me to get into what should I do and what is the goal.
I didn't expect that actual resource to harvest is data until've read the help.
Nice theme interpretation actually and I like the visuals
The messages in the thread were cool and made me laugh a few times.
I think the only real need of 'improvement' is just general feedback on the controls and some live targets to aim for (getting a minus performance score didn't end the game or anything).
I didn't have any issues with the Ui or scrolling
P.S.
The messages at the left really made me laugh.
Over all nice concept.
Does it ever end? Because I think that it should at some point
I did find myself just getting more frustrated however with certain aspects of the game. As everyone has already said the deadline is just too short, I'd almost have it perfect and then boom, it changed. It was really rough as well as I could not find anyway to actually get rid of any of the stats, so if I missed the first deadline I was just screwed. Let me know if there was a way but I'd just miss the deadline, and have to restart the entire game or wait fingers crossed a similar goal would come around.
I did enjoy the humour of the game, it was interesting looking at the stats of the people and the emails that would be coming in, that was a nice touch. I think with a few tweaks, UX changes and a bit more time this could be a really frantic and fun game, you have a nice concept here!