Queue Quest
In a line for a significant goal, people ask to cut in front of you, but saying yes leads to falling behind. Saying no, even when challenging, is the only way to achieve your goal.
Core Concept
"To value something, we must reject what is not that something." This is the central concept we’re trying to get across. Saying no is not just a tool — it is the tool.
The player learns:
- Saying “yes” costs you.
- Saying “no” protects your position.
- You don’t get to win by pleasing everyone.
- Even reasonable requests must sometimes be denied.
Pressure doesn’t always mean priority.
Game Loop
- You're standing in a line to something meaningful (themed per level).
- You move forward one spot every few seconds (if no one cuts in).
- NPCs periodically ask to cut ahead. They come with a backstory and a request (1–5 people).
- You must choose:
- Yes: Let them in. Lose spots equal to their request.
- No: Hold your ground. They go away.
- Repeat until:
- You reach the front = Victory
You fall too far back and run out of time/slots = Defeat. As you progress in Levels, the theming gets more serious and the requests more reasonable, and sometimes saddening.
| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | Marshmellow King |
| Genre | Educational |
| Made with | Unity |


Comments
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This is a very cool prototype!!! I love the humor in each reaction to my choices!!