There was an undo movement!! Damn, I feel stupid for not seeing it :B
I am trying to decipher the mechanic, but I quite didn't understand it yet.
I am taking notes here, these are really good tips! Thanks for your time explaining it!
I completed all puzzles and I must say I am impressed. I think this is the most completed game of all the games I've played in this Game Jam.
As a game design student, how did you create those puzzles? I am really curious about your thinking process!
Although, there was only one thing that was a bit annoying: missclicking into a wall while holding a hotkey, thus decreasing 1 essential tile of distance from the guard dogs. If I already have the option to wait (by pressing Q), why I am able to walk into a wall and spend a tile of distance? Everytime I missclicked, I had to reset everything and restart from the beginning T_T
Please don't take this feedback as a negative review, because I really really liked your game and my sole purpose is to give a little more quality of life by giving this feedback!
Congratulations by making this awesome game!! :D
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!
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
I played this version, didn't quite understand, then I played the completed version and really really liked the concept of it! But my big applause goes for the art! What is this aaaart, so fcking beautiful! I don't know why, but it gave me some Alice in Wonderland vibes. Good job by building a feel like this!
Unfortunately, since this is the version you did for the Game Jam, I can't give you a high rating.
If I may, a more intuitive tutorial or quick way to learn how to play would be awesome, a lot of text like this tends to make people run away and I am afraid some people may started playing it, saw the big tutorial text and gave up playing it...
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...
LOVED the voice acting! Also, it was not a single phrase read and repeated by the NPC, there were more lines! It shows the love you guys put in the game :D
About the combat: it would be nice to see the attacks' range, sometimes when attacking enemies my sword sprite would sweep through them but I didn't hit them. It could also help to indicate when the enemies were going to attack, specially the ones that uses a fireball!
The upgrades were a little too expensive...? I needed a lot of runs to buy my first upgrade.
But overall this game has a lot of potential! Specially the sense of humor! Great work in this game.
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.
That's what we are looking for!
We are game design students and we would LOVE to hear real and constructive feedback, specially criticism!
This is our game: The guildmaster -> https://itch.io/jam/brackeys-14/rate/3840275
I'll play your game as well and leave a comment! :D
Hi! Just tried your game! Nice job!
Here is our game: The guildmaster -> https://itch.io/jam/brackeys-14/rate/3840275
We are game design students and we would love to hear some feedbacks!
That's very nice! This is our game: The guildmaster! -> https://itch.io/jam/brackeys-14/rate/3840275
We are game designer students and we would love to hear your feedback from playing it!