Oh no... this is addicting. You shouldn't have given me the power to generate a new story with just a space key press, whenever I get to the end screen of a story. I can't stop.
Teen Island Simulator
Press SPACE to proceed to the next day. Press ENTER to reroll the island.
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they all died in three days because two people wouldn't stop arguing , how appropriate !
Space causes my browser to scroll when pressed, would be good to prevent the default behaviour. Edit: The fullscreen mode helps
Is there any way to strategically affect the game? (Like choosing if they shall go and search for food) I know you can reroll your squad, but its random, so I wouldn't call it strategically affect the game.
I love your work bdw.
10/10, immediately generated gay teens for me on the first play xD
Actually the "crush" thing is open for interpretation:) In some places it is used to mark friendship or admiration.
I enjoyed this. ;D I'd love to be able to export these stories it creates. Then we can do some sharing and comparing. Fastest escape/fewest survivors/longest days/etc. Can we get some leaderboards? :D Will I ever see a "project" finished. They people doing them always die before its done! LOL
I am going to add the export feature. Leaderboards are kind of pointless if you can't affect the result, aren't they? :)
Its noise. artifacts. remnants of play. immediate feedback nostalgia. I've found the silliest of things with a leaderboard can get people to do the most annoying tasks repeatedly (in the mobile games indie space) and they get something out of it. Probably an endorphin hit ;) But leaderboards don't affect everyone. Its about 1 in 3, in my limited anecdotal experience, can be lured (to varying degrees too. some people can't say no to a leaderboard once they place on it.) I use it for retention and engagement mechanism in my line of work. but I digress! bah blah blah!
But what drove me to ask, was I truly wanted to see what others saw! I found the comment stream about results enticing and entertaining. However you bubble out stats would have brought me another ounce of joy. Who got off the fastest, I'd like to see how that happened, and who lasted the longest and were successful and failed (how grueling in both cases.) i.e., fnd a way to make a Zero Player Shared Experience.
Play stats might be a happy medium, but I mean... zero player stuff is fun to dabble with imo, but investing further is just a labor of love. If the muse wants, the muse gets... lol. I am just happy you put this out as it is. It was interesting to read and pass time... :D It was a modern Lazy Oregon Trail style experience... very nostalgic in that regard.
I noticed pressing "c" will open up the cast of characters and their traits, but there are some issues associated with it. clicking anywhere on the cast, to move it or close it, will count as clicking for the sake of going to the next day.
Additionally, the cast window has to be closed and reopened any time there is a change to the cast, such as a death or new trait. This means closing it will skip a day, and opening it again will block the view and you have to move it, skipping a day.
Yes, it's bugged. Ironically, it is a debugging feature itself, that's why I didn't want to spend time on fixing it :) You can close the window without switching to the next day by pressing ENTER or ESC.
If you end up updating it I'd love a way to tell who is in what clique and what the different week effects mean. Also things like having crushes? Does it make them more effective or what?
You can optionally download the rules for the original game this is based off. Link in the game description.
- Crush: Pick a Castaway to have a Crush on. If
that Castaway ever spends the day resting, this
Castaway slacks off from their job to tend to them.
the first couple times I ran this they were all saved in a week. Finally I got a group that spelled disaster.
The popular clique kept slacking off and ended up letting 3 people starve in just over a weeks time. After that, they finally started pulling their weight, but only if they were all together. Food no longer became an issue, so the camp improved consistently. The popular kids kept taking holiday every week and only once came back with gifts.
By the 4th week, the raft was ready, but destroyed in open water. 2 drowned. When the rest got to shore, a bear attached the camp and mauled 2 more. Thing began falling apart.
Feeding everyone was less of an issue with half the group gone, but jungle madness became a regular thing, 2 people vanished into the jungle within a day of eachother and another was snatched up by giant birds, only to return days later. When they were there, it was difficult to get work done. Slowly but surely, they built a second raft.
Immediately, the raft was smashed on the rocks, 3 more died. Now only 2 remain; their spirits are broken. They often spend time in camp, not working. When food runs out, one of them will get enough food to last the two of them several days. They stopped getting wood and just demolished the camp. A tidal wave washed away whatever was left.
Day after day, they just sit there, burning their camp and only getting food when needed. On day 61, Phoebe spontaneously combusted. Sarah is alone now, she has stopped trying to get food. She starved a day later.
This one was much more interesting, because the popular clique CHOSE to let some of the unpopular group starve. After that things got better until bad luck (or bad sailing) continually thwarted their efforts. The rest spelled disaster as time went on.
The Populars are bad for the group. They are so bad that it makes me doubt if I interpret the rules about them correctly.
Really cool. Can be hard to follow resources and who is in what clique and why they're fighting. Ran into a couple bugs with day reports stopping halfway through and some teens being left off the ending roster. Everyone had a crush on poor Zoe and she died and nobody even remembered her at the end.
Can be hard to follow resources and who is in what clique and why they're fighting.
You can see the roster (but not the cliques) by pressing C. It's a debugging feature, so it's not particularly nice and it's glitchy. But yeah, I agree that it's hard to follow individual castaways.
...some teens being left off the ending roster.
This happens to teens separated from the main group e.g. those who got lost. They are neither rescued nor confirmed dead.
The moral of my story was that if you're an annoying thug who sneaks out to eat all the food (looking at you, Billy), you'll probably stay alive when everyone else gets eaten by lions or vanishes into pits! :D
I love every one of your generators/simulators, keep up the excellent work!
For me, Billy was the Cadet, and often went off on his own to hunt. He frequently returned with plenty of meat for the group, until the day he didn't.
Cadets seem to produce a lot of food but are always doomed to die. When I have 40+ food, you don't need to keep hunting, man!
Yeah, the rest of them take the amount of stored food into account, but Cadets don't. They just like to be alone out there...
Love this, lmao. Simple but can be endless fun
First run ended up with half of them dead and the rest rescued
So good. So depressing.
Audrey dies of hunger.
Best thing I've seen so far is 5 dead in 3 days; two by mountain lions, two by bear, and one starved. Chloe was never given food from the very beginning.
Because of the attacks, they didn't get any work done. Next day, all the food they find is ruined by pests. Day 5 the remaining 7 stay in camp to rest and starve to death.
How the hell do 8 people starve to death in 5 days!
* Jamie: killed by a lion
* Harry: killed by a lion
* Lily: killed by a bear
* Emily: killed by a bear
* Chloe: died of hunger
* Sophia: died of hunger
* Charlie: died of hunger
* Hannah: died of hunger
* Anna: died of hunger
* Zoe: died of hunger
* Claire: died of hunger
* Alice: died of hunger