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A jam submission

A Not so Mighty QuestView game page

Submission for GMTK Game Jam 2023
Submitted by Léo Magnez (@LoThrinn), Beuhlette, Astral_Art, Gemini Taurus (@_antonomase) — 34 minutes, 1 second before the deadline
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A Not so Mighty Quest's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#39302.7143.273
Presentation#48152.1862.636
Overall#51932.0602.485
Enjoyment#63661.2811.545

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You play against the main character

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Submitted(+1)

I can see that there was a lot going on with this game, and it clearly had a big plan that I feel like it wasn't able to "show" in time. Once I finally understood more of what I was seeing in the game, I liked the concept; but I also didn't really feel like I was "playing" much, since it didn't really feel like my decisions mattered.

Submitted(+1)

A cool concept and visual design. The art for the models is really good, and I would love to see an adaptation of this concept into something bigger down the line

Developer(+1)

Thanks you! I think this game could be amazing if we spend a more time on it, to add real juice feeback et more diversity in the cards and gameplay. But overall I think it's a good proof of concept.

Submitted(+1)

I beat the Paladin! Would have appreciated a YOU WIN screen :D

Opening this game feels like someone threw a puzzle, scrabble, and mousetrap at my head at the same time. The menus, sprites, 3d models, and effects were all great but lacked any kind of synergy or intuitiveness. There may be a great game buried within this nonsense but it is unfortunately not present in this submission.   

Developer

Clarity is the main problem in our game, we didn't have time to make a tutorial or anything that could make the game more readable because of the insane scope.That made it really hard to allocate time into the intuive side of things. Next time we will surely put more energy and time into making the game that is fun and comprehensible. 

So, the game doesn't really explain what to do, so I'm left confused without knowing what's happening on my screen. This looks like something that could be a cool game, but without more context, I can't play it.

Submitted(+1)

This game looks super interesting, the cards look really cute hand-drawn! I am just not quite sure how to play it, I’d recommend writing up some instructions & adding a bunch of screenshots to show off your game :)

I like the theme of being the one who places the enemies into the dungeon however!

Developer(+1)

Thanks for the feedback! We really went overboard with the scope of the game... So almost all the time was spent on creating all the systems, and a "strategy - turn by turn - card game" needs a lot of them. And when we were done, we had no more time to have a tutorial or any comprensible feedbacks in game. We have everything we wanted in term of content, but at the cost of the game not being understandable.