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Folk-Trails's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #20 | 3.706 | 3.706 |
| Theme | #26 | 3.824 | 3.824 |
| Accessibility | #34 | 2.941 | 2.941 |
| Fun | #40 | 3.176 | 3.176 |
| Overall | #42 | 3.193 | 3.193 |
| Audio | #49 | 2.941 | 2.941 |
| Controls | #64 | 2.765 | 2.765 |
| Graphics | #64 | 3.000 | 3.000 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6
Theme Interpretation
The characters make trails on a map, representing their journeys.
Wildcards Used
Cartographer
Map a new world as you explore it
Source
https://github.com/CrankyCranton/gwj-90
Discord Username(s)
raghu3848, cranton, koroquarks, mdcrowmusic, trollgasm
GWJ Participation Level
raghu-7, CrankyCranton-4, mdcrowmusic-3, Koroded-5, Phoenix Steele-1
Team Size
5
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Comments
Very cool game, it was a chill experience to plan my moves on the map while the ethereal music played in the background. The various locations, together with the various characters and their surrounding gave me a lot to think about in order to find the optimal solution. I found it was the best option for me to move the character that's furthest away from the enemies. Ranger and watchtowers were quite useful to get more information and chart some big fat combos. I only have two suggestions for improvement:
Overall a simple to learn, hard to master game with enough depth and replayability to be addictive and one of the more interesting takes on the theme.
The game fits the theme nicely in my opinion and the genre felt refreshing among the entries I tested today!
The audio feedback feels satisfying too.
To me it seemed that the best strategy was to rush camp as straight as possible, so I didn't get to play with the node bonuses as much as I wished (except for towers), but it was a good experience overall. One of the rare ones that I started over multiple times.
After I finally understood the rules, I was able to enjoy it more. I love the way you set up the games page, it felt like the whole page was part of the game! Nice job!
Once every rule and information was more internalized the game was very fun and interesting! I think definitely there could have been some more gradual introduction OR reduced number of type of nodes (or heros to control) to ease players into understanding and start gearing towards strategizing. All in all, I had a lot of fun playing this and I think gameplay was very unique and well made! great job!
Gradual/reduced heroes and locations is a good suggestion. We will work on this. Glad you had fun playing, and thanks for the feedback!
I read the rules on the itch page and thought it seemed way too complicated but once I started playing it all made sense. and I had fun. Managed to win on my third attempt.
An interesting experience I had was that I read what the Obelisk does, and initially I thought it was completely useless until I ended a path with an Obelisk beside it, letting me start a path straight away with my preferred character (Ranger).
I wonder if you needed all characters on the map together, maybe if you selected one character at the beginning and just played as them. It seemed to be that the multiple characters were only getting in each others way since you can't cross paths. I understand that ideally you could use the Ranger to scout and then one of the higher scoring characters to cash in but there was no guarantee that anyone would be near the Ranger.
Overall I enjoyed it though, great work!
Thanks for the detailed feedback.Happy to note the Obelisk was useful. A lot of folks seem to be playing with just one character, so this is something for us to consider. Cheers!
Really in depth idea! I did get a bit lost on what I was meant to be doing despite reading the tutorial, there was so many moving parts on so much going on! I think with a neater and maybe in-game tutorial that you play alongside the first time? I really liked this though!
Aside the lack of visual feedback, it’s a cool strategie game. I didn’t get to see a bandit cutting my path on any run i did since only 1 move at time. That make the probability pretty low. There quite a lot between hero stats and tile stats you sure can go quite deep in strategies from all that. I also somehow manage to win with only one path. I feel like playing with only one hero is far better than multiple one because of the limit of move. I didn’t really found any use of using more than one since bandit are pretty rare and harmless i didn’t even need to try protecting my path or anything. I may be lucky but from over 10 games, i don’t thinks there only that I had a good time playing it congrats
Glad to know you had fun playing the game, and enjoyed the strategy element. Balancing the bandits, and the fact that you can use just one hero are definitely things that we need to work on. Thanks for the feedback!
Really nice minimalist strategy game. The level of decision making is what makes this one tick.
For me, it felt a little clunky having to click a hero every single turn. I think having the previously selected hero always selected so you can just click on the next node without having to choose a hero again might help. And it wasn't always clear if I selected a hero or not. Some visual feedback would have been appreciated.
Thank you for playing and giving your feedback.
Your comment related to visual feedback resonates and I believe it is being considered by our UI Designer.
I also encourage to go back and play again because selecting a hero every turn isn't required and you can technically run the whole game using one hero.
I see, my mistake. I think because the time between moves feels a bit longer than I expected, I would try to click the next node but nothing would happen, like the game was eating my inputs and when it felt like the hero had already reached its destination.
But yeah, I think a few visual cues would be enough to solve any confusion.
Hi, thanks for playing! The reason behind the delay was because enemies take time to move on the board after the player. So, as you said, we should probably put some visual feedback in to indicate when a turn is done processing.
Its a splendid game ! My grandchildren and I enjoyed it thoroughly. Never in my 107 years of life have I ever seen such a magnificent creative and technical work !
We have found our audience!
Really clean game, the style is nice and easy to read, and the flow works really well. It would be nice to have more ways to avoid or remove the bandits as it can feel unfair if one spawns in an area you cant do anything about, but other than that this is a really nice and very polished game, congrats!
Love the feedback, we decided to work on it afterwards. So anything is helpful!
Glad you liked the style and flow. Will work on balancing the bandits. We actually made it so the bandits only spawn at Obelisks, but unfortunately forgot to mention it in the rules. Bandits can also come closer to a path from the fog-of-war, but for spawning, the player knows that they are taking a risk if their path is close to an Obelisk. Apologies for the miss, would be happy to get your thoughts on this. Thanks for pointing this out!
Really tight concept, and not like anything I've played before. It's got a sort of RTS element mixed with a traditional board game. I could see this being expanded so your constantly keeping tabs on all your hero paths and having to make some complex decisions. Surprising amount here already, really solid idea!
Thank you! We left design entirely to one person, while rest of cooked. We would definitely want to expand on it in future!
Glad you liked the concept. Your feedback is encouraging. Thanks!
so took me a bit to understand how to play. I like the game concept. I wished the ui was more responsive was hard to tell if i clicked the right piece to move. I think overall with some polish it has good bones to be an overworld for something else later on. I think i was imagining after traveling to some of these places maybe roguelike combat or dice mechanic. Maybe something to think about moving forward.
Yeah UI ended up only getting 1 hr of polish before final release; so much visual feedback is lacking for the player. 😭
So I will be giving it the juice once the jam is over. On subject of additional mechanics, we wanted to explore cards initially. And I think dice mechanics would be so nice. Seeing them roll on the board would be so cool. Really good suggestion!