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Family Rise Simulator

Family Rise Simulator

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This game was independently developed by one person. If you like it, please share it. Thank you everyone! Game introduction: "Start a city and lead 50,000 people to the peak of the family." [Drag and drop buildings freely and send people to work] Create a mine: mine minerals to provide raw materials for the family. Create an industry: build a powerful family business. Create an arsenal: produce. Weapons, build a family army [Strategic Combat] City battles: Clever layout to defeat more with less, release the hormones under the torrent of steel 8 major arms: Each has its own strengths and complementary advantages [Random Events] Meat pigeon rouge gameplay: Deal with family affairs, alliance affairs, and Controlling the family towards [Alliance] 2 major alliances: fighting with other families and joining forces vertically and horizontally Game Outlook The current version is a stand-alone version, and an online battle version will be added later. The production direction is a strategy version of battle royale. I hope everyone will support the general idea. : A single battle lasts 15 to 20 minutes, and the number of players in a single round is 4 to 6. The growth system adopts the acquisition and consumption of existing minerals, goods, weapons, and people (during growth, players need to make decisions based on their own and surrounding resource distribution. Choose your own growth route), combat system (follow the current combat mode, and decide what kind of troops to send to attack what kind of city through the characteristics, growth and differences of the arms), interaction mode (it is not either you or the enemy, you, AI, The cooperation and struggle between the three forces of other players is mainly reflected in the transaction of goods, weapons, ores, as well as alliances and duels between families), and ultimately achieves the effect of only one player winning in the end. Comments from players on other platforms come from: Haoyou Kuaobang Player---[~Loves Drinking Soda] For this game, I think he has a good performance in turn-based strategic gameplay. In terms of some construction gameplay similar to the management simulation development type, I think the game has extremely high attainments in its resource planning and strategic gameplay, both in terms of the game's turn design and construction gameplay. He transcends ordinary game design and brings players much more game fun than what he shows on the surface. -Diversified business gameplay- If the most attractive aspect of this game may be that it takes into account the turn-based gameplay, it also adds a lot of business-type gameplay. This addition of gameplay is something I have not seen in other games, and its insertion factors are also relatively novel. Various gold, silver, copper, iron mineral classification mining, business factors also have more diverse choices. And the game also has a complete trading system. It can be said that all the gameplay of the game are unified and integrated. The game as a whole has more ways to play, and the acquisition of resources has become more diverse. And as a round-based game, it won't cause various supplies to appear as time goes by, causing you to be in a hurry. It's a turn-based settlement. This design makes me feel more attentive. This prevents players from spending more time on business gameplay, thereby shifting the player's attention to the turn-based strategic gameplay of the game itself. -Game design of recruiting troops- I think the strategic design of the game still has many characteristics. First of all, looking at it as a whole, it has a very detailed distribution of arms, and the game’s combat methods are quite similar to people who are surprised. It belongs to the type of placement war chess. If I say where his strategy is reflected, I think it is more reflected in his resource distribution and alliance gameplay. In terms of combat, in my opinion, his strategy is Not much. It seems to be a simple release of troops, but it still has a somewhat strategic approach. It's nothing more than tanks rushing in front and infantry running behind. I think this relatively low-level gameplay can still be left to the game to control. This allows players to be more immersed in thinking about how to capture cities and territories, rather than fussing over the details. Judging from the design of his soldiers and horses, equipment and talents are needed to assemble an army. This kind of multi-element army setting is really eye-catching, but if players are given a choice, I think it may be better to use resources to create it than to collect these elements separately to assemble it. Because the equipment and firearms need to be adjusted manually, manpower arrangements also require players to make reasonable arrangements. This means that players need to make choices between development and the army. Only by grasping the organic balance between economic development and the army can their family develop for a long time. I think his capture town setup means we need rioters, but it also requires us to build a variety of weapons. Moreover, the development of various towns also requires us to arrange it manually. Then the game will not only support the development of his arms, but also have a greater awareness of the overall situation. We choose to form an alliance and use the big to bully the small. These are the game designs left to us by the game, which can be said to have many interesting settings. -Somewhat confused concept of time and space- If this game gives me the most headache, it may be its setting of the concept of time and space. First of all, the game is very clear. It stipulates that he is in the Three Kingdoms during the Shu-Han period. But with tank and anti-aircraft troops in the arsenal, this feeling of modernization being inadvertently made people a little unbearable in ancient times. And many settings of the game make me feel like a fusion of many games. His setting has some elements of modern warfare, but to add it to the elements of the Three Kingdoms, even a modern time travel novel would not dare to write like this. But the game puts it right there. This strange feeling really affects the game experience. The game may need to make some changes in the main plot or its advancement. The emergence of these arms has its own rationality. -The graphic design of the game- I am quite satisfied with the graphic design of the game. Compared with other types of text-based monotonous designs, this game can be seen to have a strong artistic style in terms of production, and overall it is biased towards the Three Kingdoms. Whether it's the game's style or its building type, modern terms like tanks and scouts seem a bit inappropriate when placed on it. If the game can make these graphics more prominent, choose to imaginary history or follow history. If we choose the correct expression method between the two picture styles, then I think the picture and our sense of shock may be greater than what the game reflects. After all, the strongest feeling we face in the game is the impact of the graphics on us, but the combination of the game graphics and text makes me think it is worth the money. Especially his text-based game settings, combined with a tower defense-type game mode. I think the expressiveness of the picture is still passable. If more efforts are made in the details of the picture, it can be said to be relatively perfect. -Attack & Ranking between City-States- One of the more interesting aspects of this game is the favorability between city-states. If the favorability level decreases, he may attack you. When the favorability level rises to a certain level, he will form an alliance with you. This way of connecting events with countries can indeed make players very interested. After all, every event has pros and cons, and players need to reasonably consider the impact of this event. Let the gameplay have a higher upper limit instead of being limited to mindless farming expansion. There are also more considerations for event planning. Regarding the ranking arrangement of the game, it is a little confused. When it's convenient for you, a particularly large circular frame will appear. And as the game progresses and building attacks will become more important. So can the game design a way to indicate the attack? In this way, all his strategies will be higher, and players will not become just passers-by watching the show, which can give players a stronger sense of participation. Generally speaking, some of the designs are very unique and innovative. As a stand-alone game, I think it is qualified. A lot of gameplay is integrated into such a small game. Although there are many small flaws in the integration, overall, I think the game still has strong playability.
Additional information
Provider
chumingliang
Last Updated on
01/13/2024
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FAQ

When was this game updated?icon

Family Rise Simulator is updated at 2024-01-13.

Which studio developed this game?icon

The provider of Family Rise Simulator is chumingliang.

Can I play Family Rise Simulator on Android/iOS?icon

No.

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