Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

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. 😊

(+1)

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.

(+1)

You're welcome, this is what jams are all about. And I would know, I've participated in a grand total of - this jam. 😄