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Basic Accounting for Adventurers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How well does the game fit the themes? | #1 | 4.273 | 4.273 |
Overall | #7 | 3.382 | 3.382 |
Audio | #9 | 3.182 | 3.182 |
Visuals | #10 | 3.455 | 3.455 |
Gameplay | #13 | 3.091 | 3.091 |
How much do you enjoy the game overall? | #18 | 2.909 | 2.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
Just under 3 hours
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Comments
Nice idea! I had some issues with the grabbing of objects where they'd snap back to their original mouse position which was a bit confusing. I also kind of wish you could start without reading the Skellie's dialogue each time but otherwise I like the concept! :D
Thank you! Yes, for the future I've already put in a variable that triggers once you go through the tutorial. The items snap back when they come into contact with an occupied space, but once I get a grid system in I don't feel that will be necessary.
I Like the use of the art pack, always wanted to try that kit. Snap to grid feature would be good but completely understand time issues. 3 hours goes fast. Good work.
Thank you! Yes, snap to grid will be one of the major changes I'll make before completing the game.
The Idea is really interesting! I can definetely see a "Full" version of this.
You're probably planning to do this, but you could put the items on a grid, would make it more enjoyable and organized.
Also, on this version, I think it would be better if instead of overflowing you with items one on top of each other, just throw in 6 to 10 items well spaced one from the other (as you wouldn't really be able to get all of them just by throwing them in).
Thanks for your feedback! Yes, my preference would be items snapping to a grid. It's obviously pretty buggy what with players being able to place items mostly out of bounds and still get points.
I originally did have just 10 items spaced out. In the end, I think that's best considering you have to spend time sorting through items in the pile right now.
Great idea! Reminded me of the old times playing Diablo II and trying to fit everything in the bag lol
The items were sometimes a bit finnicky and took a few tries clicking them, but hey, 3 hours create a lot of pressure.
Thank you! Diablo II was a big inspiration.
I agree on the time crunch. At least that issue will be an easy fix.
I love this idea for a mobile game, getting new stock to try and get in a box to make away with and make as much money as can be, to upgrade stuff. and do it again, really do like that,
Thank you! Yes, I'm going to continue with it with the intention of making it playable on mobile. It's sized for it, I just couldn't get all the touch commands working properly.
Very cool entry , concept is really intersting .
Object refused to move sometimes .
Awesome work
Thanks for your feedback!
Yeah, items not moving was a big problem. In the future I'm going to just have them spawn their own collision boxes so the player can drag that. I think it will be much more responsive.
For the time frame , that perfectly normal to have bugs .
I had some trouble dragging some objects as they refused to move, but I really like the idea here, it gives me Resident Evil inventory flashbacks! Very nicely done!
Thanks for the feedback!
Definitely intended to call back to RE and then old dungeon crawler games. As for some objects not moving, in the future I'll be having them spawn a collision box that will hopefully give more leeway for clicking and dragging.