I bought a copy of Afterlife from one of the Scholastic catalogues when I was in primary school after already having had a blast with Sim City 2000.
I absolutely loved the graphics and the theme and everything, but as it turns out, I had absolutely no idea how to play it and never got far enough into it to really appreciate its gameplay.
I should probably give it another go as an adult who has a bit more patience for reading through instructions than I did as a kid.
I played it summer of 2005, the same year I binged Douglas Adams' complete non-HHG works (including 'Last Chance to See' on CD-ROM and the interactive fiction game, 'Bureaucracy').
Afterlife is wonderfully fun and satisfying to experience to completion for the first time, and what it might lack in replayability it more than makes up for with humor and design.
I still play once a year. But now I can reach full omnibulges and love domes in less than an hour. But I remember spending months to survive until I discovered the cheat code (btw if you use too much, it triggers something that I can’t remember, it can mess up the game as a punishment).
The I figured out to let the planet evolve and grow it’s population because then, your afterlife has high demand thus more money, that detail solves the hardest part of the game!
The other insight which came much much later, the better capacity per area is given by the top 2x2 and 4x4 multi color. 3x3 top buildings are badass looking but they offer smaller max capacity for souls, we are aiming in reaching 1 billion souls using the least amount of area so you always have free space to build as demand explode.
davidsojevic · · focus · HN ↗
I absolutely loved the graphics and the theme and everything, but as it turns out, I had absolutely no idea how to play it and never got far enough into it to really appreciate its gameplay.
I should probably give it another go as an adult who has a bit more patience for reading through instructions than I did as a kid.
washadjeffmad · · focus · HN ↗
Afterlife is wonderfully fun and satisfying to experience to completion for the first time, and what it might lack in replayability it more than makes up for with humor and design.
designium · · focus · HN ↗
The I figured out to let the planet evolve and grow it’s population because then, your afterlife has high demand thus more money, that detail solves the hardest part of the game!
The other insight which came much much later, the better capacity per area is given by the top 2x2 and 4x4 multi color. 3x3 top buildings are badass looking but they offer smaller max capacity for souls, we are aiming in reaching 1 billion souls using the least amount of area so you always have free space to build as demand explode.