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A jam submission

I used to be an AdventurerView game page

Guild management and quest giving simulator
Submitted by dragonkie, chugnuggie — 14 hours, 31 minutes before the deadline
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I used to be an Adventurer's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#4324.1734.173
Overall#5963.8153.815
Creativity#8043.8403.840
Enjoyment#10563.4323.432

Ranked from 81 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You took the arrow to the knee!

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Viewing comments 68 to 61 of 68 · Next page · Last page
Submitted

I enjoyed playing the game. However, a few minor bugs need to be fixed as they disrupt the gameplay. Additionally, I need help figuring out how to trigger the jackpot (of the income chest).

Can you guide how to make the chest rewarding and plump?
Should I combine the quest colors in a certain way? 

Nonetheless, I appreciate your efforts in creating this game. 

The art is lovely (characters, music, etc.) :)

Developer(+1)

The chest is filled up with reward money from the quests completed by heroes. Essentially, you pay heroes for completing the quests, then you get payed for having gotten the quests taken care of by the clients. To fill the chest up all you need is to assign quests with higher rewards on them to heroes.

Note that you need to pay out the hero yourself until the client reimburses you for the quest, so the higher reward a quest is, the more you have to pay out to the hero. The pay split between hero / guild is meant to be based on quest preferences of the hero, but is unimplemented so it is a random value from 25% - 50% of the quests total reward.

Submitted

Thank you for the explanation. I understand everything except for the color scheme of the quest types. My suggestion is to increase the outcome based on the raw data of the quest, such as doubling the outcome for three of the same color.

This will make it easier to pass the quest as there will be more strategic options rather than relying solely on random chance.

(+1)

I accidentally made the chest slide off the table. I didn't receive any coins and couldn't ring the bell to end the day.

Developer (1 edit)

this is a good reminder that I forgot to add it to the list of respawning objects, thank you for the feedback!

Submitted(+1)

Man, I love me some diegetic UI. Everything looks great and feels great. I loved that the adventurers and king had so much character without ever needing to read a line of dialog. In fact, beyond the tutorial, there wasn't any text that I could see, and yet everything was so intuitive. I think that's indicative of some masterclass UX, right there. The only bug I ran into was not being able to see how many coins were in my purses, but I managed by just trying to be as conservative as I could.

Submitted(+1)

I really like the pictures and the sounds. I liked the way you had to pay the king and the customers the money. I would have liked to see more colors, but I really liked the drawings either way.

(+1)

The game is really good. With some polish and some new features this seems like a game on steam similar to papers please.

Submitted(+1)

Love the hand drawn art! Looks amazing!

Submitted(+1)

Love the art, I'm sure this game would be really fun when polished! 

Submitted(+1)

Really cool concept and art style but in gameplay i felt like i lacked a lot of information, for instance, how long could the tasks take, how long it takes for the king to appear, whats the difference between each mission or how suited is an adventurer for a mission, basically it lacks information for the player to make decisions.

Also i liked the music you chose, it really fit the theme of the game, keep up the good work!

Viewing comments 68 to 61 of 68 · Next page · Last page