[Self-Promotion] Designing a strategy game whose losing screen is the main feature: an obituary for your civilization
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[Self-Promotion] Designing a strategy game whose losing screen is the main feature: an obituary for your civilization
I made The Kardashev Initiative, a hard-SF civilization strategy game for iOS/iPadOS/macOS/visionOS. Posting it here because the design problem might interest other devs, not just as an ad. The core idea: most runs are supposed to fail. You climb the Kardashev scale toward K 3.0 while Great Filters try to stop you, and when your civilization falls, the game writes its obituary (the “Chronicle”). So the losing state had to feel like a payoff rather than a punishment. Things I’d like to discuss: - Content scale: 518 event cards for runs of 10–25 minutes. How do you keep that many cards from blurring together for players? Curious how others handle it. - Failure as reward: other examples of games where the loss screen is the thing people share? - Disclosure: art and the Chronicle are made with generative AI, and I state that everywhere. I know this community has mixed feelings about that and I’m open to hearing them. Tech/business facts, in case they’re useful: offline, no accounts, privacy label “Data Not Collected”, one purchase ($4.99 / 5,99 €) with no in-app purchases, localized into EN/DE/JA/PL/ZH-Hans. App Store: https://apps.apple.com/app/the-kardashev-initiative/id6781195701 [https://apps.apple.com/app/the-kardashev-initiative/id6781195701]
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