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I think the setup, the general structure, is brilliant. It does remind me a bit of the books from last year but also very different. The graphics was really neat and I laughed when that guard did its jump animation. Very good one indeed.

The game does require you to focus up, and understanding what you are doing when building the story. But it also was quite forgiving. But for people with sometimes lacking attention, it would have been really good with a quest system or summary or such that allowed me to remember what I had committed to.

I think though, what mostly was lacking for me was the goal or a larger economy tied to how I did with the treasures. But that is probably not feasible within the jam scope. Now the final sum quite like a high-score which didn’t fit the game that well.

A bit could have been helped with having different outcomes depending on the amount and made it clear (without telling exactly what the others were) how well you did. Maybe the game did that, but it wasn’t obvious. Also a bit from not knowing what was a good amount or a bad one. Perhaps we could have seen a listing from a harbor newspaper with different boats and their costs, something like that, before starting.

Anyways very cool entry!

Thank you for the kind words! Yes, it has a lot in common with the books from last year. I like framing stories like this with self-contained missions because it makes a game easier to play balance. 

Very good point about the quests system and signaling the different boats, I think that would have definitely improved the game. Having the players know in advance what kind of goal they were working towards would make the end feel like more of a reward and less like a surprise.  As for the game having different outcomes, yes it had that but you are correct it wasn't clear. There are 8 different outcomes determined by how much money you get.