Power Trip
A GameMaker management game about paying off a million-dollar company debt in ten in-game weeks.
The employee screen connects staffing and pay decisions to the weekly simulation.
Weekly decisions
Each week, players can hire or fire employees, adjust pay, and accept or decline employee requests. Employee treatment affects satisfaction as well as the company’s finances.
Advancing the week calculates profit based on employee performance, connecting staffing decisions to the debt repayment goal.
Behavior tracking
The game tracks player choices for patterns of discriminatory or selfish treatment. When those patterns become pronounced, it switches into “evil mode”.
I designed the trigger to be difficult to activate accidentally. Players can still complete the game in that mode; it serves the project’s aim of showing the consequences of abusing managerial power.
Contact
Email me about gameplay programming roles.