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Project HENCH (IGC Collabjam)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Best Use of the Theme for Gameplay | #12 | 2.801 | 3.556 |
| Best Use of the Theme for Story/World/Character | #12 | 2.976 | 3.778 |
| The "I Want to Play This as a Full Game" Award | #18 | 2.276 | 2.889 |
| Most Appealing Sound Design / Music | #18 | 2.188 | 2.778 |
| Most Appealing Art / Visuals | #21 | 2.364 | 3.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Really like the concept! A staffing firm for henchmen is a concept I've never seen before! Curious whether the art was made specifically for the game or was an external asset. Unbelievable if made for the jam, but definitely no shame in using assets. This is exactly the kind of game I would buy on steam, but it seems like it would be a very long process due to scope.
I really like the concept and implementation of the game. Sort of reminds me of this is the police. I wasn't totally clear on what the little icons next to their names actually represented until I played a few times. I think a tooltip could of helped there. Cool entry.
Great use of the theme, big fan of the villain twist. The gameplay was reasonably fun, though there is a lot of stuff that goes unexplained (if there are any consequences to choosing a low/high salary, what the strange symbols next to some of the henchmen are, etc.) and some weird glitches (clicking on a hired Spy in management instead shows a Muscle, game can continue even when win state is achieved).
I know you don't consider yourself much of an artist, Dr. Baxter-Webb, but I enjoyed many of the character portraits you made.
The first time I played I did pretty bad, I focused on spies (because they are cool) and eventually conquered the world, but everyone was upset and quitting and eventually I bankrupted. Then I remembered listening to a stream where the artist mentioned that the icons were the character’s personalities, and the curly mustache spy with the 💩 icon made sense. Crowns were probably leaders, flowers were nice people? Sounded familiar. I replayed and did much better, slowly growing my team whenever they got injured and replacing the lower muscle tiers with whatever new icon showed up for hire. I made it a few years and had ~$15k in the bank, but hired an expensive shark that ate through all those savings until I was broke. I played a few more years but never made it over $2k, mostly was in the red, but overall I had a lot of fun and can see potential.
Intriguing concept, but missing a lot in execution. I could intuit what hires are best suited for what mission given the colors and icons, but there is so little feedback on what is really going on.
What is gained from these missions? I can't clear them all, so how do I prioritize my effort? What do the little Flower or Crown on the Hires mean? Mouse-over descriptions, or even a Glossary Page would go a long way. And more clarity on what can be gained/lost in the mission screen.
Positively, the UI is a nice rendition of classic Windows, and the henchmen art looks fun in the thumbnail.
Thank you very much for your feedback. Yeah, to be honest, things took too much time to development and we ran out of time to do quality control