I enjoyed this game, tho i think it needed to expand the managerial settings of the guild. Also i love the music and px art! i think they are great! overall it was a nice game^^ appreciated it!
Play game
The Guildmaster's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #165 | 3.686 | 3.686 |
| Theme | #248 | 3.743 | 3.743 |
| Overall | #265 | 3.590 | 3.590 |
| Visuals | #370 | 3.914 | 3.914 |
| Innovation | #400 | 3.343 | 3.343 |
| Enjoyment | #409 | 3.571 | 3.571 |
| Gameplay | #513 | 3.286 | 3.286 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Every day, you'll send brave adventurers to risk it all. You'll need to know when to Risk it for the Biscuit.
What code and assets did you not make from scratch during the jam (if any)?
Art, fonts and sounds.
How many people worked on the game?4
Comments
Nice work!
The highest rank adventurersand quests I was getting by day 50 was C.
I did feel that too many adventurers were flooding in, and there was not a good way to sort them by rank or anything.
It would be cool if they could level up or other events besides pursuing riches.
I had fun, really cool entry!

Man I really love how the game fits the theme! Overall I couldnt figure out what the gold that you collect does! Risk factor got me fumbling big quests because the gamba didn't came back to me. I love the visuals and sounds. Grat job!
Really love the theme and premise of this game! It seemed like a lot of the nuance was in figuring out which combinations of various skill levels could achieve the same likelihood of success for the lowest price. After a while, it felt like my gold was probably going to grow more-or-less unbounded and my only real constraint was the availability of adventurers. Echoing some of the others in this thread: it did feel a bit repetitive after a while. I think this could be remedied by going in one of two directions:
1) Make the adventurers persistent in a way where you can level up their skill while keeping their costs down. This makes the individual successes/failures of a group matter a bit more since there is a long-term goal of getting you cast of regulars leveled.
2) Squish the individual adventurers down to just total numbers of adventurers available at each tier. This eases the friction of having to scroll down an ever-growing list of adventurers to find the letter grades you're looking for.
Otherwise, the control and flow of the core gameplay loop felt solid. Great job!
Thank you for playing and your time writing this feedback!!
At first, we wanted something to make the player feel attached to some adventurers and that's why we wanted to make a game about a guild and its members! But, we were running out of time and we opted to do a pool of adventurers that would come and go, like mercenaries...? I kinda goes in the same direction you mentioned, somehow make adventurers persistent. That's definitely the direction we wanted to go!
The gameplay loop is a little repetitive but I loved the management aspect of the game and had a lot of fun playing!
A fine medieval town-sim... the playthrough length is slightly overlong - I feel like the experience could be shortened to maybe 10-20 days without sacrificing a lot of depth. I employed a consistent strategy throughout the playthrough, which is to hire only as many mercs as necessary to get "very likely" success odds. I essentially never ran out of gold, but I did not succeed in getting the good ending. The part which kept me hooked was seeing how the meta evolved over the game... the price of the mercs & the potential rewards of the mission. I feel like there is a strong system here for a sim, but the meta needs tweaking. Also, props to the devs for being Godot developers - proud to be a Godot developer myself! Solid entry with potential for a bigger game 👍👍
Thanks for your time playing it and giving this feedback!!
Yeah, the playthrough length was something we had to iterate more, we were afraid it could be too fast and that's why we pushed to 50 days. The same could be with the money! It is too easy to get money, almost no risk of losing it! Lessons and lessons were learned in this Game Jam for sure.
GODOT FOR THE WIN! xD
cool game, here's mine https://itch.io/jam/brackeys-14/rate/3851574
Fun little game! I'm a bit of a sucker for these sort of management games.
Made it to 2nd or 3rd on the leaderboard, but alas didn't quite make it to the top;
It's a solid idea, but could do with a bit of quality of life like sorting the adventurer ranks; and mechanics to make deciding on adventurers to send a little more interesting. Understandable though, for only a week (I got much less done haha)! The gameplay loop does get a little tedious as-is, as there are periods where I'll settle too long into the rhythm of just formulaically picking the same party compositions for the given quest rank just over and over. I did quite like the option to double-or-nothing for a higher reward though, fits the theme well and becomes more exciting and meaningful the closer you get to day 50.
Nice work!
Hi!
Thanks for playing and for the feedback, its very valuable for us!
Someone also suggested being able to sort adventurer by rank and I CAN'T believe we didn't think about something obvious like that... And yeah, I agree with you, the gameplay loop gets boring after you get used to it, that's why we wanted to add some variables like classes, races and traits, buut, like you already said, in 1 week is tough...
Really nice visuals and overall feel. Unfortunately the game play loop didn't quite hook me. There were no bugs but also it felt like there is little to do in terms of making decisions or weighing risk. Pick a quest, fill it up with people and try to get the highest chance if possible. Money was never really a problem so I was just focusing on rep. It was also unclear (couldn't figure it out by feel) whether paying more for better people increases the chance if lower ranking people already achieve "very likely". When it comes to accepting additional risk (nice idea btw) it would be great to see the quest details. Am I accepting risk on a very likely quest? Is it a 15 rep or 2? With the amount of quests your going through, that's something I at least never remembered.
The day cycle was nice but turned got in the way a bit after a few days. Once I had seen all the images, I just wanted them to go away faster so I can do another day.
I think what this game is missing is what you've already mentioned in the comments below. More depth for quests and characters. An interesting "problem" that happened not often enough for me is when "the right" people where already on quests. I could see this being fleshed out in the form of "this person is bad at fighting but good at picking the right herbs", "this person knows nobles etiquette but won't stoop to lower work" or something along those ideas. Another problem could be adding quests that don't pay enough to cover the costs but give better rep in return.
Anyways, great job and please don't take my feedback as a negative thing. I think this game has a lot of potential so I want to give you my honest feedback in the hopes it will help you make the game better. 😊
mohrphium, as game design students, we thank you for giving us some real feedback, that's exactly what we were looking for! Never a negative thing, not for us, don't worry :)
As you mentioned, we wanted to add some other mechanics that would increase the depth of the player's choices, but unfortunately we bite more than we could chew and almost didn't finish the basic game loop. A lesson learned in this game jam, for sure :D
We chose the success indicator being vague would be better instead of showing the exactly percentage of the quest success, but in the end, they were doing pretty much the same job... Like something is missing, you know?
Money definitely needs a rebalance! We were afraid players would be failing a lot and losing a lot of money, so we opted to make it easier to get money.
I really loved the idea of some characters being "the right" choice for some quests. We could surely invest on it. Also, some quests not paying enough money but instead giving more rep is nice, it would diversify the player's choices! Thanks for these ideas!!
Thank you for your time playing and writing this review. It means a lot for us.
The game is pretty original and the visuals are GREAT. The sounds, the transition, the "risk-reward" system, everything is good in your game. It's a simple yet complete game, good job !!
game is really unique and very good for this jam to be honest, i liked the rank system for each pirate and managing each pirate for each quest, really really impressive and engaging gameplay and very very simple, Well done hope i could see this one on the brackeys video 10/10
Very nice, I like the Idea and the art is fire. I REALLY wish there was a win build and even more importantly a volume mixer since I could barely hear the music. Other than that, completely cool game.
Very excellent and really well polished. I agree with the other commenters, this could be fleshed out into a full game.
Not at all. Realistically, it would need a bit more polish with the UI/UX, like feedback to the player (both in terms of information and tactile effects) and maybe a bit more mechanical depth, but like absolutely the core mechanic is rock solid and the polish/production value you already have is really good. You guys hit it out the park with this one.
I've been waiting for a game like this i shall spend some extra time playing it now thank you.






Leave a comment
Log in with itch.io to leave a comment.