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(1 edit) (+1)

I see we had similar ideas for the theme. :) It's good to play another management game, there are never enough strategy (management) games at jams.

I liked the characters, it felt really bad to lose one that I enhanced so much, especially the first guy. Were the portraits randomly generated? 

I really liked the choices I had to make each turn. Do I look for another guy hoping for the right skill or do I take that 4 and try to improve it myself? Do I risk that guy with the 8-10 or do I spend another round improving their skill? I guess the difficulty for each check was constant because I saw it improving from 55% up to 95%. Was it capped at 95%? We did the same :)

The way I interacted with the UI was brilliant, I always know what was going on, I could place the markers in accordance with my mental mapping, this corner is for improvements, this one is for the heist, etc. One thing I noticed that tooltips from already used items were showing up on empty places (sometimes over other cards). It wasn't game-breaking, just a bit confusing. Also, one really minor improvement I would suggest is to keep the heist/job card below others at all times. My way was to put the characters "into" their relevant slots, but then I accidentally moved the heist card and could no longer see the characters unless I moved them. Again, minor detail, but I think it could improve the experience.

So congratulations, this is a very fun game, and especially impressive work for a solo dev!

Edit: Also, I'm not sure if that was intentional or not, but I could go into the negatives on Heat.

(+1)

Thanks for the feedback! I’ll definitely check out your game too, I’m curious to see how others handled a similar concept.

As for your questions, yes the portraits are randomly generated based on premade parts. The success rate isn’t actually capped, and because of the way I’ve set it up you could technically ensure 100% critical successes if you have a 20 in a skill. This is a bit of an oversight on my part, but I thought it worked well enough for a jam project.

I was glad to hear that you came up with a personalized way of setting up your things. That was my intention and I’m very happy it resonated with you. I think there are many improvements to the UI that could be made, but keeping the heist menu below other items definitely makes sense. If I get around to making a post-jam version, it might be something I implement.

The negative heat is not intended, I just didn’t do a very good job of ordering the different things that happen when you transition to a new turn. Again, something to possibly polish.

Thanks again for your thoughtful comments!