The art is amazing. Super impressive for 3 days work. Game feels nice and polished.
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Traveler's Debt's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1 | 4.542 | 4.542 |
Enjoyment | #2 | 3.917 | 3.917 |
Overall | #3 | 3.854 | 3.854 |
Concept | #4 | 3.958 | 3.958 |
Use of the Limitation | #22 | 3.000 | 3.000 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Ghoulcel
Software used
Gamemaker2
Use of the limitation
Card Based Items
Cookies eaten
0
Comments
Really well made, could totally be a first level from a small game. Everything fits very well together, gameplay is way different. Great job!
fun audio, fitting voices, and don’t get me started on the characters—they're lovely.
I really enjoyed your game!)
Great assets, audio fits, good mechanics, great concept, I wouldn't doubt this winning!
GG
Really beautifully designed visually! You picked good songs for each area, and you did a good job of making indications for when certain characters liked particular items. It feels like a well-thought-out system.
Hi mate,
Great little trading game. I got Mount and Blade trading vibes from this. In any event, it had surprisingly in depth mechanics for something that took 3 days to make. The core mechanics were fun to play with and although I am usually not a fan of timers, the timer here played very well into the core mechanic - having a sense of urgency (while recognizing its a small indie game). So the goal of making a game 'fun' was achieved, well done!
In obiter, I loved the pig shop keeper (reminded me of Wonderboy 3) and the associated music in the pig shop. One suggested change would have been to infer where the items would get the best price. For example, create the nature of the trading locations based on what items would be in demand. For example, food would be in most in demand in a mine, seeds/farm equipment would be in most demand in a farm and weapons would be in most demand in a barracks.
good job
This was actually intended from the start. One of the factors for prices is a "Desire" variable, but I made these numbers randomized at the start for testing and then never changed them. By the end I figured I might as well keep it random to give some run variance, although if I were to work on this game more I'd want to get the variance from somewhere else, maybe through seasonal shop options or making events more dynamic. Another feature I was considering adding was some kind of indicator, whether it was icons on the map or dialogue, to indicate desired items but this got cut for time. Glad you liked it though.
Edit: Also i should say if I were to work on this more I'd like to wait till the jam voting is over, outside of major bugs I'd want my game to be judged based on what was achieved in the time limit
So good! So much polish and the gameplay is simple to understand and fun!! I like the variety of events, and the character’s different personalities :)
I feel like cards could be tied into the gameplay more, instead of just being the UI for items
Great game! I love the music, the artstyle, the characters, the random events on the road... just everything.
Great art music and overall concept! Very professional and complete.
Very very good game. Art is INSANE. I also quite like the game mechanics. Should definitely be expanded somehow.
I managed to win the first time, running a successful trade line of fortune potions and wooden dice to the smithy and then daggers and bows back to the alchemist.
I really liked the game, although the card mechanics are somewhat minimal, its fine. The events during travel were definitely somewhat annoying as the lost time added up but they added to the game in a good way. Very nice game, lovely music, it all comes together well.
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