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To bury a king's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #3 | 4.688 | 4.688 |
| Fun | #26 | 3.688 | 3.688 |
| Accessibility | #43 | 3.250 | 3.250 |
| Originality | #44 | 3.750 | 3.750 |
| Overall | #49 | 3.464 | 3.464 |
| Controls | #59 | 3.250 | 3.250 |
| Audio | #83 | 3.000 | 3.000 |
| Graphics | #129 | 2.625 | 2.625 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4
Wildcards Used
N/A
Game Description
You're a king trying to find a lost and legendary valley to bury your father. Try to pass through different locations by combining adventurers and eventually items depending on what you find.
How does your game tie into the theme?
You send expeditions of adventurers to find the path to a lost valley.
Source(s)
N/A
Discord Username(s)
Gly
Participation Level (GWJ Only)
2
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Comments
Nice work, I’m really enjoying this! Very very very thankful for the easier font, probably could use a some more speed options but having double is nice! 14 failed expeditions so I’m not there yet but hoping to figure it out soon. Keep it up!
Update - 63 expeditions later, I’ve got heir blood, magic weapon and cloak but I’m just not putting together the right team. Are all three main paths viable?
Hello, thanks for playing the game !
I have a doubt for the left path with the build you were playing but the middle and right could be passed. I updated the game after the jam ended so the right path is a bit easier now and left should be ok too. Killing the dragon makes the path really easy afterward but you have to have the highest power with heroism and having just enough food (a hunter works best there).
So basically left path still requires high power and a bit of holy, middle path is all about slaying the dragon, right path can be passed naturally but fire cloak makes it easier.
Thanks! I was really focused on the vampire which is where most of my tries where, then in the mid 50s tried the right and just wasn’t getting it, even though I had the fire cloak. Just played through the new build, thanks for the 4x, was able to get through quickly! It also looks like the aspect ratio is fixed. The log seems a little off now where it doesn’t show the final results, also some font is missing but that might be a firefox thing. Still overall lots of improvement, thanks again!
A neat idea, and really cool to see a genuinely procedurally generated story play out for me in a game jam game!
I had similar UI issues that other people had, but nothing that couldn't be smoothed out with a few tweeks after the jam.
Always love a game with fantasy vibes. Well done :)
This was a great procedural exploration RPG! I had lots of fun trying different combinations and seeing the results.
I did encounter a few UI issues, but nothing I couldn't eventually figure out. It's not immediately clear how to use the map, or which nodes would lead to others. Sometimes when taking an alternate path, the circle to show a node was selected would disappear. The hover tooltip for adventurer class stats would not show up (it would only work for Bard when I tried it).
It needs a little more polish and editing, but otherwise a great game with a creatively designed and yet familiar story.
https://www.twitch.tv/videos/2465932488?t=0h46m22s
Thank you for playing ! I watched the replay and that was very interesting to understand what was confusing. I apologize for the few bugs on path, flashing druid camp and broken english here and there. I had a really limited time to do it, far less than the whole so I had to make choice about what to fx or give up.
You didn't make it to the end but you were very close, the text when reaching the valley specify that it will requires cooperation from villagerss which was hinting at having high charm expedition to find an illegitimate child, so all you had to do was to send a team with only bards and/or priests in one of the villages to unlock the last item that opens the door.
Thank you again !
The description looks intriguing, but when I started in the browser, I saw this:
It is impossible to read, and the layout looks broken.
Sorry, I messed up the stretching of the project and it's more or less broken on some resolution. If you still want to try it, change the settings of your screen resolution to 1920x1080, it fixed it for other people. I'll add a message in the description. Thank you for ytring the game still, and thank you even more if you try it again with the fix !
This was really neat. I was worried this was going to be combat-centric when I first saw the game (not my thing) but this is way more my style. Lots of interesting decisions to make, thinking about all the information give to you.
Great job!
Thank you for playing ! I didn't want to make a combat game either, I enjoy making more narrative game. Though it ended up being more of a puzzle than anything.
Really fun game, I found the UI a little confusing at first but was able to get the hang of it quickly. It felt like a really solid, complete experience, the graphics and music were nice, and I thought puzzling out the best party composition to advance the story was the right level of challenge!
Super cool, i loved learning all the different areas of the map and seeing how things would play out.
This management game was a ton of fun, and I loved uncovering the world as I explored expedition by expedition.
Good job, this was a lot of fun!
Thank you for the feedbacks. The information part was the big challenge of doing this game. The first version was doing exactly what you described but it ended up being really frustrating at the start of the game because each time I entered or quitted a place for the first time I had a huge pop-up opening and sometimes half between half a second and a few seconds. So I tried a bunch of things and decided to split important but summed up information on the right and leaving the narration on each place button for people who want to read it exepect for the start, the first time you reach the valley and the end.
I agree though that it's still a bit clunky. What I would have like to do in the end would have been to display buttons instead of just a text on the right panel to ba able to open the place pop-up directly. I think it would have made things smoother but I didn't have the time.
Thanks for playing and enjoying the game.
I love this game so much! Yeah, it looks a bit rough, but the concept is exactly whay I was hoping to find with this jam's theme and I think you nailed it! I really enjoyed the writing. The possibility of naming each expedition was also a very small touch that made the experience so much better for me. Unfortunately I seem to have an issue when playing, It feels like there might be more things on the left side, behind the UI? I cannot get past the forest on the left when planning. Let me know if there's any fix for this, I'd love to finish the game. I'll attach a screenshot.
Great great work, very well done!
Oh :( This went from minor to blocking bug. I messed up with the project settings and didn't activate the stretch. I guess you have an high resolution and the sprites are not adapting well. Reducing the resolution of your screen to 1920x1080 would probably be enough to fix it but I'll ask the mods if I can upload a fix because you probably won't be the only one. There's indeed two places masked by the UI and it's mandatory to pass through them at least once to finish the game.
Thank you for the positive feedbacks on the idea though, I unfortunately didn't have a lot of time to smooth everything. A lot of time went into writing and UI to find the best way to provide information.
Don't worry! I was indeed playing at 1440p, should have mentioned that. The workaround does it, I should have thought of it myself, thank you. 43 expeditions later I was able to complete the game with 1 vampire slain, 1 bandit camp razed and many hilarious expedition names :D
This is a neat idea, I very much like the aspect of organizing expeditions and sending them on their way, focusing more on a minimal side of things such as what classes are being sent and that invoking a more passive set of checks in each place. It's more of a puzzle in that regard, sending people to find out what's going on a place first and then sending the right team to deal with it.
We had fun playing this. Good use of the theme. The new expedition button could use something to draw the eye, as it was initially missed. Other than that the intro text did a good job giving the basics.
Thank you for playing and for your feedback ! You're right, it should have been at least bigger and probably could have benefited from a style a bit more colorful to both attract attention and give more meaning to creating a new expedition.
I like it, struggled a bit with the wall of vines on every path though
It has a little too much info right at the start but I like the management aspect
You don't see it in a lot of medieval style games
Thank you. It was a bit difficult to find the right level of information. The first wall of text might be excessive but I needed to convey the basics while having some kind of narrative. Maybe I should have splitted them.
I was really surprised by this one, felt really fun and complex! The UI options for easier font was something I haven’t seen in jams before, and a really good idea. I loved getting to form a party and send them out, and the status updates were really well done. I could see this getting fleshed out with more items, progression etc and being really, really fun. Seriously - sick work.
There are some rough edges with UI design, but that’s honestly so minor compared to the core game feel and loop. Main one I found was that the game doesn’t stretch to higher resolutions (1440p, as an example), so it can cause the player to see some of the godot gray background - nothing major
Thank you, finding the best way to convey informations was the hardest part in coding this. And there is still room for improvement, I was lucky to have a working game early to playtest and have feedbacks.
For the resolution, I think I've missed a basic of godot because I don't really know how to scale a node2D sprite... I'll have to look into it. But having a bit of gray is better than having the useful part of the map masked by the panel.
Also for the font, it's useful for people having difficulties to read due to visual impairment. Though I could have use directly the better font to prioritize readability over style...
Personally I think using the stylized font, then an option to switch was a good approach. For the scaling, you may just have to mess with the stretch options in Project > Project Settings > Display > Window > Stretch. Very minor issue, still had a blast!
Thank you for the tip, I should have taken the time to check this...