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Welcome to planet C and its small but growing colony of survivors from Earth. YOU are in charge of power generation, food production and limiting pollution. Land the ships carrying the colonists and technological upgrades. Grow the colony to two thousand people and complete the first phase of colonisation. But watch out – too much pollution and the weather throws a fit! YOU are in charge – good luck!
51st Place - 25th Annual Interactive Fiction Competition (2019)
| Average Rating: based on 9 ratings Number of Reviews Written by IFDB Members: 1 |
This games is pushing a bit higher than 4 stars, maybe 4.1 or 4.2.
When you put effort into an Ink game, it looks good. This game has nice crisp scrolling and nicely-chosen images from Unsplash. It looks good!
Structure-wise, it seems like it's written by someone with no real IFComp experience, and so it's a sort of new thing not tied down to overused IFComp tropes. This is a good thing; if anything, it reminds me of Ayliff's Seedship game.
You have a growing colony with a lot of stats (resource use, pollution, etc.). The major decision you make is which technologies to import from the earth first. You also have occasional binary decisions to make regarding strategy.
The story is about two people who love each other very much sending letters and images back and forth. There names are of Arab origin and the images seem to be from Africa, so the setting seems to be somewhere in North Africa.
The game has a few problems. I swear I saw a few typos like stray punctuation. The science in the game is grossly oversimplified (a colony of 400 people can create enough incidental pollution to affect the entire planet's climate over a few months) and the 'check stats' link can be overwhelming.
But it was fun, and the story made me think about life. I believe the author achieved the goals he had when making this game.
The Gaming Philosopher
All in all, nothing wrong with the game, and it’s an interesting experiment. But it would have been much stronger with a more powerful narrative or tone, or with a simulation that puts more pressure on the player and thus allows us to engage with the thematic message.
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