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A jam submission

Siege of Washgrove DownView game page

Manage your resources as your castle is under siege
Submitted by Viola Buddy — 2 hours, 34 minutes before the deadline
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Siege of Washgrove Down's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#26112.8823.000
Artwork#46473.0423.167
Creativity#52573.1223.250
Enjoyment#85672.0822.167
Audio#99071.2811.333

Ranked from 12 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're managing resources which are slowly dwindling - "counting down," if you will - while you're under siege. Also, you are the Countess of Washgrove Down, which is "Count Down" with more syllables in between.

(Optional) Please credit all assets you've used
All assets were created for this jam.

(Optional) What would you like to be called if GMTK features your game?
Viola Buddy

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Comments

Submitted

quite a simplistic game due to the lack of actions the player can perform. ie. cant building economy, cant create certain resources, cant manage troop types, etc. I think pausing removes all difficulty from the game that could otherwise exist. i like the sprites, they're very cute. :3

Submitted

The management part feels too simple. It seems like the only strategy is to spend resources on under-attack sections and conserve them otherwise. The win/loss conditions are good though, they remind me of board games. I think the game could use ways to shift resources (such as trading food for ammo) or even sudden events so that there are interesting decisions to make.

The illustrations are nice, and the game suits the theme well. Good job.

Developer(+1)

Thanks for reviewing this! Yeah, I had all of about five minutes to do a balance pass on the actual numbers, half an hour before the deadline. In an ideal version of this game, even with exactly the same strategic options, the twelve states that each quarter can be in (three food states, two military states, two "under attack" states) would be more noticeably different and thus meaningful to select between. But even more ideally as you suggest, a couple more mechanics (quarters affecting each other, and the enemy having more tactics than just random binary on/off attacks are the two I had toyed with as stretch goals that never materialized) would've made the strategizing have more depth.

Submitted

This is ambitious for a game jam. I really like the hand drawn art, it adds a nice touch!

Developer

Thanks! Yeah, I'm not an artist and I especially don't really know how to do digital art (though I did draw the castle itself with a mouse in Paint.net) - but we all learned how to use colored pencils in kindergarten, so I figured that's the direction I would lean in.