KICK by taxol
Game Background:
You are a minor official in the Ming Dynasty, and your task is to pay enough grain every year at the time of harvest.
Game Explanation:
In the Ming Dynasty of China, officials had low salaries. In order to subsidize their families, when farmers handed in their grain each year at the time of harvest, they would kick the vessel that contained the grain, allowing it to spill, and the spilled portion became extra income for the officials.
So you are one of these officials, and how would you choose?
Operation Process:
- click “CLICK” to levy
- appropriate people's grain selectively by holding “KICK”
- click “COMPENSATE” to make up the lack of food (ignore if enough)
- click “SUBMIT” to pay grain to the court and move to next year
Tips:
- The operations need to be executed in order
- Please wait for the end of the settlement animation before the next operation, otherwise there will be a bug
- There is a button on the top of the "GRAIN:" text, you can click it to unlock the hidden menu, then you can click "Do" to complete the goal
Game Link:
itch: https://taxol.itch.io/kick
| Original URL | https://ldjam.com/events/ludum-dare/52/kick |
Ratings
| Overall | 321th | 2.804⭐ | 25🧑⚖️ |
| Fun | 316th | 2.587⭐ | 25🧑⚖️ |
| Innovation | 151th | 3.37⭐ | 25🧑⚖️ |
| Theme | 229th | 3.37⭐ | 25🧑⚖️ |
| Graphics | 333th | 1.841⭐ | 24🧑⚖️ |
| Humor | 264th | 1.925⭐ | 22🧑⚖️ |
| Mood | 313th | 2.381⭐ | 23🧑⚖️ |
| Given | 33🗳️ | 23🗨️ |
In all seriousness this was an interesting game, not terribly difficult and I'm still not 100% sure I've got a good understanding of all the mechanics, but it was chill and fun! I think a little flavor text as the years go by or maybe a description of the year's events would go a long way.
However, the game itself is unpolished, a bit art/ anim/ feedback will help a lot.
Having said that, at least you finished the core mechanism completely which is good!
Around year 100 I had 200+ grain and all the farmers had 100+ grain.
A very interesting idea however
For example: the official had pay/eat more (family) sometimes, and would be more motivated to kick somebody. Or the kicked farmer would get some kind of debuf for next round.
There are several UI/UX issues that would increase clarity a lot if resolved:
1. I would argue that `click` name is not clear enough on what it does. Maybe better call it **collect levy** or **apply taxes**;
2. Order buttons visually in sequence, you want or expect players to press: for example top to down (renamed **click** -> **compensate** -> **submit**;
3. Make **compensate** visually clickable only if it does something;
4. The math expression even though helping are rather hard to read. Especially since they are animated with rather short animations. I think would be better animate them by iteratively substracting **1** from upper grain hold, and at the same adding same **1** to the _levy_ field. Even better if there is a floating number **1** from one field to another. This way the user would not need to simultaneously parse 7 addition/subtraction equations (not everybody loves math);
- Second argument for this approach is players easier notice the changing elements. So even better version would be to calculate each house in sequence this way. And at the same time add to _total_ field (aldo by iteratively adding **1**);
5. Term **kick** is rather confusing in todays online community context. I highly recommend putting **game explanation** section above the **background**. As well as including it as a separate popup at the start of the game - higher change more players will read it and not get as confused;
6. A confirmation after pressing **submit** with `Ar you sure, you are missing {x} grains to submit` would be really helpful. Especially for new players.
7. If there is a end-game goal, it would great to see it on the screen as well. e.g.: 16 years left until retirement.
That being said, great job submitting **COMPO** entry :thumbsup: . Let's see how it goes next time.
P.S. `Application.Quit()` is not valid code in webgl builds. You should hide the button with:
```
void Start() {
#ifdef UNITY_WEBGL
gameobject.SetActive(false)
#endif
}
```