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Great mini-game. Especially for something done in a week.
At first I thought it's going to be just a simple-and-funny game that won't occupy me for more than 10 minutes, but after I've realised that there is some strategy involved, I've got hooked for quite some time.
Good job.
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Thanks TeeGee.
I've heard similar comments from other players as well, saying that the game has surprisingly deep gameplay. Which was a surprise to me, because I designed it as a quick 10-minute game
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The music is excellent - really fits the game perfectly. The graphics are great, too. Simple, but stylish.
Is there any way to get the developers to continue working when they've slowed to a halt near the end of development? They just slowly stopped, and if I would have killed any more they would have revolted.
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I've encountered a nasty bug - after having the slave revolt, I've recieved proper message two times and the review/summary screen had doubled text too. I wasn't able to restart or quit the game - I had to ctrl-alt-del out of it. I guess you should look in that - it appears that the "revolt" event might occur twice.
Also is there a way to actually finish the game without having the revolt? Every time when the game was complete (milestones 5/5) I've just lowered the sallary to 0$ to cause a revolt as there seemed to be no other way to "publish" my game.
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If the workers are really slow at the end of the game, that's because they have ran out of motivation. They have lost their fate on the project and there really isn't a good way to cheer them up anymore, you should have done the cheering before
There are two ways the game can end. Either everybody revolts or then you run out of time and the board of directors decides to ship your game as it is. I think I should add there an ability to ship the game after it is done, because the ending of the game has become the biggest confusion for players.
Thanks for finding the bug. I have to look into it when I get back home.
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