Project made for Hack the Coast 2026
Last Call is a game-first crisis management game about running emergency shelter intake during a surge night (extreme cold/heat, displacement, etc.). The player makes irreversible intake decisions under scarcity, time pressure, and incomplete information. The point is the system: even “good faith” choices can produce unequal outcomes because constraints and delays don’t affect everyone equally.
- This is a game, not a tool, dashboard, or educational/awareness product.
- Scarcity is real (limited beds, staff capacity, supplies).
- Irreversibility: intake decisions cannot be undone.
- Incomplete information: player only sees plausible, partial traits.
- Delayed consequences: impacts show up later (often at night), not instantly.
- Equity/inclusion emerges mechanically, not via lectures or moral messaging.
- Failure should feel uncomfortable but fair (traceable to choices, not random punishment).
- People arrive with partial, ambiguous information.
- Player chooses one action: Admit / Deny / Delay.
- Resources update immediately (beds/staff/supplies).
- Consequences resolve later via a delayed event system.
- The system trends toward collapse; player fights to keep it functional.
- Morning (Intake): fast admit/deny/delay decisions under pressure.
- Day (Strain): make a small number of system-level policy choices (no chores/micromanagement).
- Examples: staff focus (intake vs care), rationing (strict vs generous), bed policy (overcrowd vs enforce).
- Goal: choose where the system fails, not “fix everything.”
- Night (Resolve): no input; delayed outcomes trigger and system state updates.
- Third-person player character represents an intake coordinator.
- Movement is used to enforce time/bottlenecks (walking between stations), not to “solve” problems directly.
- Player does not perform chores (clean/cook/etc.) or hero actions.
- People are generated with visible traits (shown) and hidden traits (used for outcomes).
- Visible examples: age band, presenting condition, group size, wait time.
- Hidden examples: risk thresholds, vulnerability to delay, future system cost.
- Randomness is asymmetric: not all cases are “fair” or obvious.
- Outcomes are resolved later to prevent instant optimization and to make harm legible over time.
- Use a hybrid:
- Decision-seeded events (probabilities scale with admitted profiles + policies + shelter stress).
- Global random events (external shocks like delivery delays), with severity scaled by shelter stress.
- Outcomes are operational, non-graphic, and shelter-relevant (e.g., medical escalation, sleep disruption, illness spread, staff burnout, admin failures).
- Staff/volunteers exist as capacity modifiers (numbers + fatigue), not controllable units.
- No individual task assignment; player only sets high-level focus/policy.
- Overload can cause staff loss later; occasional arrivals are unpredictable.
- There is no “perfect win.” Success is fragile: keep the system functioning as long as possible.
- The game ends on system collapse (e.g., staff depleted, intake throughput < arrivals, queue overflow, critical capacity failure).
- No moral scoring; outcomes should feel earned and traceable.
- Tutorials or preachy dialogue about inequality/accessibility.
- Rewind/undo, “correct answer” moral choices, or comfort features.
- Complex economies (currency/income) or heavy micromanagement.
- Multiple modes/scenarios; keep scope intentionally small.