I just followed my life choices and I'm pretty sure I failed at life. Your game is so accurate....I can live the life I'm not living by pretending to be a good student
Apparently, I don't make good academic choices according to the "bad" choices. Although, I will make the argument that coffee is one of the many keys to happiness (I don't drink it with milk though, I prefer vanilla creamer). I think the color choice for your font was aesthetically pleasing.
I played this game multiple times, the first couple of run-throughs being a "good" student, and the second couple of run-throughs being how I normally act XD The game is very relatable in the way that college students go about their daily lives, and the tone of the dialogue feels very fitting! If only I was able to successfully pat the cat (who was most likely Cheetoh).
fun interaction game~I would suggest you enable the "full-screen button" so as I could play it in browser. Besides, try to have some related background so as the player find themselves more immersive.
I really felt like I was just playing as myself in my everyday life!!! It was really interesting trying to find a balance in fun and work and it was just as stressful like it is in real life. I kept replaying over and over in order to get a better outcome.
I’ve made a game similar to this before and found it surprisingly difficult to make it interesting and not-preachy about doomscrolling. I think the additions of silly death conditions (dumb ways to die style) is cute, it helps with my earlier point.
I didn't realize that certain choices can cut your experience short. I like it, and it makes you want to play multiple times. I like the comedy aspect and the choices between being social or not.
This feels similar to your first game set in a room that was built like your actual room? I can only assume this is inspired by your own lived experience (bc same...) I like how much personal experience you're implementing into your games. It feels refreshing to know other folks are experiencing the same even if it's through a digital space.
I didn’t actually realize that any option could kill you until I saw GrumpyMoss’s comment, but I love how this game emphasizes the importance of self-care underneath a crushing workload. It is a bit disheartening to see that all of my hard work choosing healthy options (ugh, lol) resulted in exactly the same end screen, but it sounds like that’s a bug and not an intended feature.
I played this twice. The first time I died after the first sip of my morning coffee, but the second I made it through to bedtime with a whole lot of happiness points! Regardless, the end message implied that I wasn't as happy, so a suggestion is to account for level of happiness in the final scene text output :)
I faced a bit of an issue with the final score as for some reason, the message that appears when you get a full score (I input it as 15) would not appear for whatever reason. I am unsure how to fix this so I would greatly appreciate it if you could give me some pointers.
haha honestly, this relates so much but also, I can survive without breakfast for awhile 🤨😂 didn’t feel realistic (kidding kidding!!!) the gameplay feels like the past few days for me which is freaky. It makes me feel connected with you, or at least the character, knowing that someone has had the same experiences or the experiences I have are now out there for people to feel and understand. I noticed it has the same theme as your project 1 game, Have you felt/experienced all of the options you gave? Or just only a few and guessed on the experience for the others?
The first game that comes to mind when I think of a happiness point system is the Sims. Although not completely the same, it reminds me of their moods and aspiration bars that depend on you taking care of your sim as well as doing things they want to do. It also reminds me of Catt Small's game Sweetxheart, and the stress meter that changes based on your decisions.
This is very similar to the game I played earlier about nostalgia. Not necessarily in the exact theming, but in the way you live through life, that may have memories similar to your own. For example, while this game doesn't perfectly replicate a day in my life, it does have choices that I would make or remind me of other days I have had as a college student. Similar to the way Nostalgia made me reminisce on memories of my life in the past.
this is definitely working within the "social simulation" genre, though I wonder which tone you should lean into. There's a way where the story can be more earnest, but I do like the light comedy and specificity you engage with. There's a unique worldview and presence of the narrator, and I really think leaning into that specificity can really carve out this "totally-accurate" college student simulator from the rest of them.
It’s interesting how the whole day is measured simply in happiness points. I wonder if there ever is some merit to losing happiness points, like in real life with delayed gratification. Maybe the point isn’t how many happiness points can we get in a day, but how we can keep it balanced to be happy and productive. I wish I could see a breakdown of the scenes meant for certain scores which could provide insight on what the dev’s meaning is.
You gave us a lot of options to choose how we go through our day, which I really like! I like that the options range from self care to full on grinding, which is pretty realistic as a college student. Also all the text being italicized gave me this feeling the text was slowly expanding as if I was feeling tired, which was so real. I like that if you don’t maintain your happiness, you get a game over.
The grey, minimalist aesthetic of the game conveys the mundane daily life of a college student really well! Even the italicized words make the game feel like the day is lazily drifting away.
The gamification of the certain choices with "happiness" points really helps lend itself the ability for players to feel the "logic" of apathy in real life. We always do things in real life for a reason.
i love how restarting the game takes me to a different prompt each time (at least it seems that way), incentivizes playing again, feels like i’m making decisions in real time
I like how the different pathways all seem realistic to actual college student behavior. I have definitely done a couple of those things, though drinking spoiled milk thankfully isn’t what of them! Sleeping in however and passed my alarm however, is pretty common…
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I just followed my life choices and I'm pretty sure I failed at life. Your game is so accurate....I can live the life I'm not living by pretending to be a good student
Apparently, I don't make good academic choices according to the "bad" choices. Although, I will make the argument that coffee is one of the many keys to happiness (I don't drink it with milk though, I prefer vanilla creamer). I think the color choice for your font was aesthetically pleasing.
I played this game multiple times, the first couple of run-throughs being a "good" student, and the second couple of run-throughs being how I normally act XD The game is very relatable in the way that college students go about their daily lives, and the tone of the dialogue feels very fitting! If only I was able to successfully pat the cat (who was most likely Cheetoh).
fun interaction game~I would suggest you enable the "full-screen button" so as I could play it in browser. Besides, try to have some related background so as the player find themselves more immersive.
I really felt like I was just playing as myself in my everyday life!!! It was really interesting trying to find a balance in fun and work and it was just as stressful like it is in real life. I kept replaying over and over in order to get a better outcome.
I’ve made a game similar to this before and found it surprisingly difficult to make it interesting and not-preachy about doomscrolling. I think the additions of silly death conditions (dumb ways to die style) is cute, it helps with my earlier point.
I didn't realize that certain choices can cut your experience short. I like it, and it makes you want to play multiple times. I like the comedy aspect and the choices between being social or not.
This feels similar to your first game set in a room that was built like your actual room? I can only assume this is inspired by your own lived experience (bc same...) I like how much personal experience you're implementing into your games. It feels refreshing to know other folks are experiencing the same even if it's through a digital space.
I didn’t actually realize that any option could kill you until I saw GrumpyMoss’s comment, but I love how this game emphasizes the importance of self-care underneath a crushing workload. It is a bit disheartening to see that all of my hard work choosing healthy options (ugh, lol) resulted in exactly the same end screen, but it sounds like that’s a bug and not an intended feature.
I played this twice. The first time I died after the first sip of my morning coffee, but the second I made it through to bedtime with a whole lot of happiness points! Regardless, the end message implied that I wasn't as happy, so a suggestion is to account for level of happiness in the final scene text output :)
I faced a bit of an issue with the final score as for some reason, the message that appears when you get a full score (I input it as 15) would not appear for whatever reason. I am unsure how to fix this so I would greatly appreciate it if you could give me some pointers.
haha honestly, this relates so much but also, I can survive without breakfast for awhile 🤨😂 didn’t feel realistic (kidding kidding!!!) the gameplay feels like the past few days for me which is freaky. It makes me feel connected with you, or at least the character, knowing that someone has had the same experiences or the experiences I have are now out there for people to feel and understand. I noticed it has the same theme as your project 1 game, Have you felt/experienced all of the options you gave? Or just only a few and guessed on the experience for the others?
The first game that comes to mind when I think of a happiness point system is the Sims. Although not completely the same, it reminds me of their moods and aspiration bars that depend on you taking care of your sim as well as doing things they want to do. It also reminds me of Catt Small's game Sweetxheart, and the stress meter that changes based on your decisions.
This is very similar to the game I played earlier about nostalgia. Not necessarily in the exact theming, but in the way you live through life, that may have memories similar to your own. For example, while this game doesn't perfectly replicate a day in my life, it does have choices that I would make or remind me of other days I have had as a college student. Similar to the way Nostalgia made me reminisce on memories of my life in the past.
this is definitely working within the "social simulation" genre, though I wonder which tone you should lean into. There's a way where the story can be more earnest, but I do like the light comedy and specificity you engage with. There's a unique worldview and presence of the narrator, and I really think leaning into that specificity can really carve out this "totally-accurate" college student simulator from the rest of them.
It’s interesting how the whole day is measured simply in happiness points. I wonder if there ever is some merit to losing happiness points, like in real life with delayed gratification. Maybe the point isn’t how many happiness points can we get in a day, but how we can keep it balanced to be happy and productive. I wish I could see a breakdown of the scenes meant for certain scores which could provide insight on what the dev’s meaning is.
I really like how the author present daily life, it’s almost like the real life for common university students.
You gave us a lot of options to choose how we go through our day, which I really like! I like that the options range from self care to full on grinding, which is pretty realistic as a college student. Also all the text being italicized gave me this feeling the text was slowly expanding as if I was feeling tired, which was so real. I like that if you don’t maintain your happiness, you get a game over.
The grey, minimalist aesthetic of the game conveys the mundane daily life of a college student really well! Even the italicized words make the game feel like the day is lazily drifting away.
The gamification of the certain choices with "happiness" points really helps lend itself the ability for players to feel the "logic" of apathy in real life. We always do things in real life for a reason.
i love how restarting the game takes me to a different prompt each time (at least it seems that way), incentivizes playing again, feels like i’m making decisions in real time
I like how the different pathways all seem realistic to actual college student behavior. I have definitely done a couple of those things, though drinking spoiled milk thankfully isn’t what of them! Sleeping in however and passed my alarm however, is pretty common…