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The quest tender's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #3743 | 2.635 | 2.923 |
Creativity | #3788 | 2.774 | 3.077 |
Overall | #4211 | 2.450 | 2.718 |
Enjoyment | #5050 | 1.941 | 2.154 |
Ranked from 13 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 playing an adventurer in an RPG world, you ... play the npc that give quests
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
Intresting game, though it looked more like a prototyp, there was only one quest and no sounds, would love to play the game again when it's finished!
Interesting concept, but a bit hard to figure out how things work. A tutorial might have been good, but otherwise neat game!
Just saw your other comment explaining the game.. should’ve gone through it before I played lol
i still want to say that i agree with you tho, the game actually is missing a tutorial, that's a thing i should implement in my future jams, thanks for you comment anyway and i'm happy you liked it :)
PS. Your game has no thumbnail on the submission page~~
thank you for your comment :) i've put a lot on effort in this game so i'm happy you liked it :)
I know for the thumbnail, i sadly didn't have much time left on the clock for the submission .. i'll do better next time :) (i may have made the itch page for the game a bit too late)
Hey :)
Nice idea,
But how do i know which Q to give to the adventures?
What are the stats represent?
The objective is to give to each adventurer a quest matching their stats to maximize their probability of success, so for example if a quest requires at least 5 perception (symbolized by the eye) and 2 luck (symbolized by the clover), then you will give it to a hero that has at least these stats. The filling circle around each stat represent the level of the stat
I made it so you don't really have to know exactly which stat correspond to what, you just have to be sure that the hero stat is higher than the stat on the parchment (the stat request of a quest)
but if you really want to know :
The blade represent strenght
The clover represents luck
The bulb represents intelligence
The medal represents bravery
The feather represents agility
The lightning represents Endurance
The eye represents perception
The shield represents resitance
Thank you for your replay, that actually makes things more clear :)
you're welcome :) the game definitely needs a tutorial x) that's something i should work onto if i continue developing it