I’m making Hodl-n-Roll, a comedy browser tycoon about growing from a garage to a holding company. A mining tycoon naturally wants meters: heat, power cost, risk. I wanted the player to feel those systems as people instead.
So each obstacle got a face and a voice. Power cost is a bill that arrives as a long, smug roll of paper. Noise is a neighbor you never meet who leaves polite notes and counts your graphics cards by ear through the wall. Overload is a fuse box that trips exactly when things finally work. The numbers are still there underneath - the joke is just what you see first.
The second decision was pacing: an in-game day is about 35 minutes, and the next one opens the following morning, with a “while you were away” report. It’s a trade-off - less binge, more reasons to come back.
Curious how others handle this: do you give systems characters, or keep them as clean UI?
Free browser demo (account required): https://demo.hodlnroll.com/


it’s some garbage that’s for sure. e posts, all about this ai whatever. so glad we can block easily on lemmy