One guide states: “In order to succeed, you only need to find one good way of making money.
Even walkthroughs and GameFAQ guides that illuminate which steps to take do not make those steps easy or manageable or fun. In fact, there’s no winning “Cart Life,” really. Some players simply budgeted their way out of trouble, and were left with the impression that the homeless and impoverished were suffering the consequences of their own, game-like choices. A Psychology Today study found that even players who were sympathetic to the homeless walked away less so after playing. A well-worn but prominent example of this is “Spent,” a game created by an ad agency to simulate poverty and homelessness. “Empathy games" don’t always work, and sometimes that’s a fault of the game part of the equation. The obviousness does not make it less effective. It’s obvious what reaction these burdens and obstacles are meant to elicit from the player.
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Even when I figured out how to get the cart, a city bureaucracy moving at a snail’s pace and a looming custody hearing subverted my efforts to get my little coffee business off the ground. I messed up one early playthrough because I forgot the instructions to get a coffee cart, which were described in a line of dialogue and then never again. The game lets the player choose one of three characters, each of which juggles a dreary day job and overwhelming responsibilities and traumas to the pace of a relentless day-night cycle.
Available on: Windows ( Name your own price on itch.io)Įvery detail of “Cart Life” is stifling.