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You Are The Treasure's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #191 | 4.224 | 4.224 |
| Overall | #734 | 3.748 | 3.748 |
| Presentation | #1164 | 3.714 | 3.714 |
| Enjoyment | #1354 | 3.306 | 3.306 |
Ranked from 49 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?
Instead of running through a maze, you ARE the maze.
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?
Yes
We created the vast majority of the music during the game jam
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Comments
Always good to see Godot get used in jams. Was expecting to be playing as the treasure chest, but playing as the map is more original. The adventurers are a bit too aimless, causing long periods of time when nothing happens. Still a good idea!
Very interesting concept, I kinda expected the money to be usable in some way to get minions or traps, or somehow upgrade your abilities. Hope to see more of this post jam!
This was pretty fun, i got to 1200 gold. Many of these game jam games like to introduce many mechanics and not do a lot with them, but this one really keeps a strong focus on its core mechanic. The gameplay is really good, quite a few times i ended up putting myself in a bind because i moved a tile somewhere i shouldn't have. But after a bit the feel of being a malevolent dungeon pitting the adventurers against each other really comes through. Made me say "This is machiavellian".
There are a few things that could be improved. The delimitations between tiles isn't super clear out of selection mode, so sometimes a guy crosses to the center tile unnoticed. Also, at some point adventurers reach a statistical cap when they start killing each other about as fast as they respawn, so i think having the spawn rate slightly increase throughout the game time would've been pretty good.
I'm happy you enjoyed it. :)
We had a lot more ideas to add variety to the gameplay loop like adding defense systems in form of spawnable creeps. I'm not sure if we'll continue working on this but if we do i'd like to explore the idea of a 5x5 grid and trying a more predictable pathing system. I would in general give the players more tools to actually impact what's going on in the maze. Once that's established i think we could definitely add an ever increasing spawn rate.
And yea, the UI and readability definitely needs work.
Thanks for the detailed comment.
liked the concept, and was especially cool when the got the adventurers to kill each other. Though since their movements were random (or at least seemed so?) I felt like It wasn't really me causing that most of the time. Also wish got some sort of bonus when they kill each other (or if there is, wasn't super noticeable).
Very cool! Loved the chaos that emerged by the end of it.
This is a brilliant little puzzle game. The art, music and overall concept is very original. It starts outs slow and can get pretty hectic making it really approachable. 10/10
Easy to understand and easy to pick up, I love how hectic it gets when there are lots of adventurers on screen. I would love it if there was something I could do when someone gets into the central tile to send him away but I love the fact that they fight one-another when they come into contact. Overall a fun game!
Very smart and efficient game design. Spinning tiles around and watching those helpless adventures walk around and kill each other was really fun to witness. The background music was a bit bland, but it didn't detract from the overall experience. Great entry.
Also, yay for Godot!
The Game's Extremely fun, I wouldn't get bored for hours. The music sinks into the game very well and the art is beautiful in its own right. I love it!
This is a cool idea, and I had fun playing the game. :) I like that you simultaneously removed reaction-time anxiety (by making the game pause while choosing which way to rotate a tile), while also adding a strategic, anti-spam feel (by enforcing a cooldown between actions).
Great game! I got so caught up in thinking about the game's design, and whether there were any clever strategies, that I lost. I had a lot of fun though!
It's very fun to watch the little adventurers just jump around until they stumble upon you or each other. Since the player's control is somewhat balanced (you only cannot spam moves so you have to think very carefully what will be your next move), and the number of adventurers constantly increasing over time, it's a smart design of "a matter of time until the player loses". Which tests the player to make the best of every move.
My personal highlight is seeing the adventurers fight each other, it really is a treat.
very cool concept! i was worried when someone wondered into the centre tile but then after fumbling for a while they decided that i was not worth it and left. hurt my feelings a little
Nice concept! I wish there was more I could do after there is someone on the central tile.
Loved the visuals and idea!
It seems that they move randomly, because I did not do anything for 5 minutes straight and nobody came to central tile :D
Thanks for playing :>
It's semi random. The adventurers prefer going forward but have a 10% chance to choose a different (random) direction on an intersection while avoiding going backwards. I tried a few different methods for pathfinding and this one seems to get them to the center relatively consistently. I know it's not perfect but it's what we could do in 48 hours.
I could imagine doing some smarter (or cheating) ai that uses navigation paths to go to the center with intent but that seemed boring to me. Maybe a hybrid of the two methods would be cool.
I had a lot of trouble with getting the tiles to rotate properly without displacing the adventurers and messing up their wayfinding. That unexpectedly took a lot of time away from working on the actual gameplay. I'm just happy we got to a point where you can see the general idea of the game :)
good game
Cool concept, I can see a lot of ways it could be expanded on!
I feel like the adventurer movement should be a bit less random. Maybe nudge them a bit more in the direction of the treasure? Would be cool to see purchasable traps, maybe an item that lures the adventurers to a point so they can fight each other.
Interesting game, I liked the little extra detail that the adventurers fight each other.
Fun & simple little game. Really interesting how you interpreted the theme <3
Great concept, a little too easy but fun.