This article is written in English for international readers.
1. Introduction
Have you played the game yet? I would be delighted if you could leave your feedback in the comments 🐻.
2. Supplementary Explanation
Regarding Endings
Game Clear
Achieving a state where all statuses except 'Participation' are 100 AND the budget is not in the negative. → This can be achieved relatively easily if the initial conditions are favorable or the management gets on track.
※It just occurred to me: A chairman who created a perfect neighborhood association might be fired... After all, if a neighborhood has no problems, anyone could be the chairman. This ending might actually be a Bad End 🐻.
Passing 100 years without getting a Game Over. → Due to the random events mentioned below, repeatedly pressing the 'Pass 1 Year' button without taking action might surprisingly lead to collapse partway through. → The maximum population rating is 50,000 or more.
Game Over
Any status value drops to 0. → I think I managed to write some rather vivid (in a good way?) collapse descriptions.
The budget runs a deficit for three consecutive years.
Regarding Events
- Composed of three types: Good Events, Bad Events, and Normal Events. They are selected completely randomly from over 100 types of events. It would be better if they were managed by status category, but this is my current limit 💦.
Regarding Income/Expense Calculation
Income is: Households × 10G + Population × 1G. I imagine the household income as neighborhood association fees and the population income as subsidies from the local government.
As for the Maintenance Cost... what was it again? 💦 I'm pretty sure I set the logic so that the higher the 5 status values and the larger the population, the higher the maintenance cost would be...
Regarding Policies/Measures
- The cost was linked to status and population... I think.
- There are success/failure judgments. The target status generally increases.
Regarding the Meaning of Households (Organizations)
- 'Households (Organizations)' refers to various groups besides families, such as businesses, NPOs, and religious organizations.
- → I really wanted to incorporate this into events to upset the balance between households and population and create a narrative. However, when I tried to implement it in the latter half of development, the calculation logic didn't communicate well with the AI, and the code repeatedly broke.
Regarding Household/Population Growth Rate
- If the average of the 5 status values is 50 or higher, it increases; if it is less than 50, it decreases. The upper and lower limits are plus or minus 5%.
- During test play, I remember reaching about 50,000 people if the initial statuses were good.
Regarding the Participation Value
- The 'Participation' value represents the community organization participation rate. Starting from 0, where the policy success rate is 50%, it reaches 100 for a 100% success rate.
※ Please leave a comment if you have any other questions. I'm mentally exhausted, so please be gentle 💦.
3. Other Production Notes
- Concept development: 3 days, Production: 1 day
- Code size: 66,937 characters
- Number of saved code versions (like versions?): 32
4. Conclusion
This game was designed to be easily cleared if the initial conditions are favorable, but the balance for clearing with poor initial conditions is untested. I would be delighted if everyone could find their own way to enjoy the game. Perhaps the true essence of this game is the story of continuing as the neighborhood association chairman for 100 years without intentionally making all statuses 100 (i.e., without completely solving all problems). If you have any interesting playthroughs or experiences, please feel free to comment.
Thank you for trying the simulator 😊
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