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The Guildmaster's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #165 | 3.686 | 3.686 |
| Theme | #248 | 3.743 | 3.743 |
| Overall | #265 | 3.590 | 3.590 |
| Visuals | #370 | 3.914 | 3.914 |
| Innovation | #400 | 3.343 | 3.343 |
| Enjoyment | #409 | 3.571 | 3.571 |
| Gameplay | #513 | 3.286 | 3.286 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Every day, you'll send brave adventurers to risk it all. You'll need to know when to Risk it for the Biscuit.
What code and assets did you not make from scratch during the jam (if any)?
Art, fonts and sounds.
How many people worked on the game?4
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Comments
I enjoyed this game, tho i think it needed to expand the managerial settings of the guild. Also i love the music and px art! i think they are great! overall it was a nice game^^ appreciated it!
lovely game!
Nice work!
The highest rank adventurersand quests I was getting by day 50 was C.
I did feel that too many adventurers were flooding in, and there was not a good way to sort them by rank or anything.
It would be cool if they could level up or other events besides pursuing riches.
I had fun, really cool entry!
Man I really love how the game fits the theme! Overall I couldnt figure out what the gold that you collect does! Risk factor got me fumbling big quests because the gamba didn't came back to me. I love the visuals and sounds. Grat job!
Thanks for playing our game!
The only mechanic related to gold was to spend by delegating the adventurers into quests, but it seems the gold quantity the player has is not being a problem and we must rebalance it :c
Really love the theme and premise of this game! It seemed like a lot of the nuance was in figuring out which combinations of various skill levels could achieve the same likelihood of success for the lowest price. After a while, it felt like my gold was probably going to grow more-or-less unbounded and my only real constraint was the availability of adventurers. Echoing some of the others in this thread: it did feel a bit repetitive after a while. I think this could be remedied by going in one of two directions:
1) Make the adventurers persistent in a way where you can level up their skill while keeping their costs down. This makes the individual successes/failures of a group matter a bit more since there is a long-term goal of getting you cast of regulars leveled.
2) Squish the individual adventurers down to just total numbers of adventurers available at each tier. This eases the friction of having to scroll down an ever-growing list of adventurers to find the letter grades you're looking for.
Otherwise, the control and flow of the core gameplay loop felt solid. Great job!
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!
The gameplay loop is a little repetitive but I loved the management aspect of the game and had a lot of fun playing!
Thanks for playing it!! :D
A fine medieval town-sim... the playthrough length is slightly overlong - I feel like the experience could be shortened to maybe 10-20 days without sacrificing a lot of depth. I employed a consistent strategy throughout the playthrough, which is to hire only as many mercs as necessary to get "very likely" success odds. I essentially never ran out of gold, but I did not succeed in getting the good ending. The part which kept me hooked was seeing how the meta evolved over the game... the price of the mercs & the potential rewards of the mission. I feel like there is a strong system here for a sim, but the meta needs tweaking. Also, props to the devs for being Godot developers - proud to be a Godot developer myself! Solid entry with potential for a bigger game 👍👍
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