KAMEHAMEHA - The Archipelago Regent

I’ve finally managed to cook a Playable semi-edible prototype for my Neo-Twine gameJan project…

Could you gently test it a little for me? There is so much Randomtest can do and. Another person opinion on the game would be nice!

The game is hosted here:
KAMEHAMEHA - The Archipelago Regent

my inspiration was the O.G. Text-based management games like “The Summer Game”, “Hamurabi” and some ideas from other WIP like: “NEXUS - Life as Ruler” but more managencial oriented (Kind like Daria - The Kingdom Simulation)

I tried a KISS approach of “Archipelago management with 7 islands, 7 goods, 7 disasters.”

The in game actions are more or less these:

  1. TRADE: Buy low (island surplus), sell high (island demand)
  2. FLEET: Build ships (sloops=fast, galleons=strong)
  3. BATTLE: Sloops > Galleons > Galleys > Sloops (rock-paper-scissors)
  4. SURVIVE: Solve disasters within 3 turns
  5. WIN: Keep public approval high until the eponimous King come from his vacation in Brazil.

(As you can see, Its a extremely minimalist game with almost no story other than “got to place - do thing. The end” Or so I try as to keep the amazing game constraint of limited words.)

Ah there is also a copy hosted here:

KAMEHAMEHA ON COGDEMOS

Edit1: Fixed a bug that triggered a Enemy Armada invasion when you cancel/return from a trading expedition. Lol!

Edit2: Fixed a minor bug with pirate encounter! A little “and” in place of a “or” in the conditionals was causing my MASSIVE FLEETS of tens of galleons Get Rekt by attacking a puny two-or-less band of pirates by the coast of Luring Leilani…

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That’s a pretty fun management minigame honestly.

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Thanks Dragomer! Its still pretty bare-bones though. I am having a hard time trying to implement combat. For once only fleeing seems to be working as intented. But in theory, even as I modeled combat as Rock-Paper-Scissor esque… In theory we should be eventually able to (kinda) win by bruteforce by abusing numbers in your fleet.

But once I fix that I am planning on go crazy with the procedural generation (more custom names? Larger and more closer/distant island? more price fluctuations between island due economical shenanigans? Weird encounters at sea? Also, is three turns to brief to solve disasters? should I rise it to one week?)

oh and also a big SHOUT OUT to my buddyette @Himbeereule !

That Number-to-Speech function is amazing! And I am planning to use it even more!

3 Likes

I’m not sure about the rest but for that one, it could be a selectable difficultY. Like 3 turns is normal or hard mode while 7 is easy mode?