Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting working properly with about 12 hours left in the Compo, so this is the backup plan.

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Elevator staff simulator 1932

by jordgubben - Jam Entry

Step into the shoes of an elevator operator at the Stockholm stock-exchange. The year is 1932 and the "market" is hotter than it ever has been. And as we all know, things that have gone well in the past. Especially now that the matchstick-market has become to big to fail.

This is my first attempt at making a more story focused LD-entry. Please enjoy it, not as a game, but more as a waking simulator (without any actual walking).

Downloads and Links




Mennalus says ...
Dec 15, 2016 @ 3:40am

Man, there's a job I wouldn't want! Great work with the art and creativity !

PeachTreeOath says ...
Dec 15, 2016 @ 8:50am

I wanted to cheer Krautman up.

kiv says ...
Dec 15, 2016 @ 9:13am

Nice approach, pretty interesting setting

theCrancher says ...
Dec 15, 2016 @ 10:01am

hey there, this was a very interesting take on the theme, it was fun, good job!

Avant-Marde says ...
Dec 16, 2016 @ 10:45am

Really cool concept! c: And one that works really well with the text-based format. Text based games where there are many directions to go can make me a tad confused, but this one-dimensional approach worked great for me after the initial threshold of getting used to the game.

Were the elevator controllers supposed to be clickable? Nothing happened when I pressed them (and the cursor didn't change like it usually does over links) nor the big versions that popped up. On Chrome, if that matters.

Nothing that really bothers me, but I suppose I should point out there's a fair amount of typos in case you want to correct those. p:

Not sure I fully understood the story, or why the young person at the end who seemed to be doing well would be going to the floor with the supplies. Could you clarify? o:

I guess the only thing I'm missing is a bit of audio feedback. Some elevator pings would've been cool!

It's a bit short, of course, but that's LD for you. Great concept and would be really cool to see an expanded version!

jordgubben says ...
Dec 17, 2016 @ 1:30pm

Thanks everyone.

Perhapes the story requires some historical context. In 1932 Sweden suffered a financial crisis as a part of a larger international melt down that started in 1929 (things generally moved a bit slower back then).

Here this incident is often referred to as the "Kreuger crach", as the fall of the match-stick tycoon Ivar Kryger largely contributed to the local financial turmoil.

The first story draft has Kreugers real name in it, but I felt that giving him an alias was both more respectful and allowed me more creative freedom from keeping to historical accuracy.

Avant-Marde says ...
Dec 17, 2016 @ 3:16pm

Ah! Never heard about that. Thanks for the information. c:

brainchewer says ...
Dec 17, 2016 @ 3:26pm

Nice one :) The writing on this is where it really shined, and since that's what you were going for (according to the description), I would say this is a success!

panurge says ...
Dec 18, 2016 @ 9:12am

Excellent writing, subtle and precise with little flashes of humour and poignancy. A very enjoyable experience and a great take on the theme.

Nothing to fault here other than to ask if it would have killed you to put a few little elevator 'dings' in there. :D

Somnium says ...
Dec 18, 2016 @ 2:51pm

A very creative take on the theme!

I enjoyed the writing, as well as the fact that you actually get to make a rather important decision at the end.

The snarky descriptions "though the eyes of the elevator operator" worked really well, especially in contrast to the rather rude people you are exposed to.

A very interesting game!

Dec 26, 2016 @ 7:06pm

Very original idea. Well done :)

Tifu says ...
Dec 29, 2016 @ 9:05pm

Nice idea and use of the theme. I managed to get two endings, the better of the two seemed to imply I could sort out the drowsy man's life too, I assumed by letting him out on the floor with the beds but this didn't seem to result in anything. Was there a thing I can do here?

Paul Sinnett says ...
Jan 2, 2017 @ 6:13pm

I like the way you tell the story through the mechanics of the game. I wasn't sure how much of an effect I was having on the narrative.

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