One of the very few management sims I could find. Loved that different personalities could be killed and then not show up again. Fun having one bar rising and the other bar dropping for commoners and nobles. 30 days was a little too long, as I started seeing repeat events so often that I wasn't reading the text, only the numerical outcome. Not sure what effect placing an army had. Loved, loved, LOVED the artwork and the map. Very nice dialogue boxes and meters.
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End of an Era's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #119 | 4.217 | 4.217 |
| Artwork | #1345 | 3.913 | 3.913 |
| Creativity | #2280 | 3.739 | 3.739 |
| Audio | #2398 | 3.217 | 3.217 |
| Enjoyment | #2855 | 3.304 | 3.304 |
Ranked from 23 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?
Counting down to revolution, to losing your power, to the people rising up.
(Optional) Please credit all assets you've used
Black Chancery (Doug Miles, Public Domain). Modified xxidbr9's Balatro Fire Shader on GodotShaders.com (CC0)
(Optional) What would you like to be called if GMTK features your game?
Orangechrisy, SheerAweso, NopeCopter, and Lasqueto
Comments
Thanks for playing and glad you enjoyed! Those are definitely some things we have been fixing for a post-jam-rating-period update (such as characters not showing up in multiple events on the same day, and the army placing being more understandable (it stops fervor gain in that province, but the tooltip was a bit broken so wouldn't get the fervor updates anyways)). And very happy the art has been so well received, it got kinda split three ways so trying to keep things somewhat consistent was a bit hard.
I loved the concept for this! I feel like some of the mechanics weren't communicated very clearly though, and the map doesn't reflect the changes to loyalty, at least in the web version. The loyalty and fervor didn't change after events or between days after a certain amount. most stayed stuck at 5, 10, or 15% fervor and 30-40% loyalty. By those standards, nothing should've revolted, but the province revolted anyways, which confused me. Still, I really enjoyed the game, the music, and the narrative!
Glad you enjoyed it despite the issues! We didn't have time for playtesting tbh so there's a bunch of issues like the ones you mentioned (for instance the loyalty/fervor not changing is because the tooltip wasn't updating properly, but the actual values were correct under the hood), we're gonna be updating this game after rating ends to fix these sorts of issues, make sure things are communicated better, do balancing, etc.
This such a complexe and amazing game , the characters are awesme the event and how you must deal with lot while making the right choice ,this was really fun and beatiful, GG
All of you did amazing! I absolutely adore the art, the writing, and the music. It was a little crazy with all of the resources but once I got the hang of it, it was very fun to manage. Sadly I ran out of armies and gold and was presented with an event with no options and had to stop playing. But overall a good experience!
Glad you liked it! Turns out the reason the events feel repetitive were because that there is currently a bug where only half of the provinces can give you an event, unfortunately! So many of the events and characters we made cannot even show up. Will definitely be fixed after the voting window is up haha
The game's strongest point is definitely the art. I loved the character portraits, and it's just insane that you managed to make so many unique ones before the end of the jam. I would've liked a longer tutorial, though cause it took me some time to learn the mechanics, but other than that I found the dialogue rather enjoyable. What I'm trying to say is good game :D
Thanks for playing! The character portraits were actually one of the first things we had done cause one of us (Lasqueto) is a real good artist and can churn things out (think most of them were done over an hour or two), but was only around for a bit at the start so was all she could do. The rest of the art was a lot slower to get done. Also glad you liked the dialogue NopeCopter spent way too long writing like 13k words for it, because he is insane and does not know how to do things in half measures. Tutorial definitely needed to be better but we popped it in last minute.
I like the concept a lot, and yes very similar to our game.
The one thing that I would say is to maybe show the success/fail happen, like old wooden dice that match the them are rolled to show the gamble of the choice.
Apart from that, great game.
I played through quite a bit and had fun. I enjoy these kinds of decision / outcome games. I can tell a lot of work was put into the balancing. Because there's lots of information to keep track of, I think I'd prefer it to be presented consistently on top of each other in something like a bar chat. As well as the regions to display their information without needing to hover. I think this could be a really fun play if you keep going with it.
Really cool concept, had med hooked for a while :3
Sometimes there was a bit too much information at once, and it was hard to tell what was going on, but still really enjoyed it :3 Only saw a couple of bugs where the dialogue would just show as the key for that dialogue instead of the actual dialogue.
Would love to see a full release :3
Thanks! We didn't have time to do playtesting and refinement of things, one of us later in the day after doing some actual playtesting to find any further errors said "anyways the game is actually pretty fun" which is really something that we should've been able to hear before the jam ended rather than after. So it having the ability to hook you in despite it's flaws is so wonderful to see!
Love it, I'm not too big of a fan of strategy games but this one is great ! Thought it would be hard to keep up with all the metrics but it's actually pretty intuitive
I enjoyed the game. It is really engrossing. Kudos btw. It wasn't clear what my choices were doing. Everything felt random. Some of them were straightforward, like increase in fervor and loyalty. But gold and rebel and choices with regards to negative actions weren't clear how it was affecting the narration. I had to keep the number's in mind because the consequences were not very clear or impacting to the gampeplay and narration. But I loved it overall, my highest rating so far.
Thank you so much for the feedback! There is some lack of proper information at times, yeah - we tried to fit some of that explanation in the tutorial (for instance, running out of gold means you can't spend it on choices anymore and the nobles will get upset), but unfortunately it had to be thrown together pretty quickly so a lot of information was left out. Were there any cases in particular you felt were confusing?
I started to enjoy the choices and the outcome. But I felt that lacked narrative direction after playing for a while. For example I keep getting threats from the rebel leader from a region even though I got the rebel leader killed ? Maybe it's meant to be played like that ? But I felt it became more about keeping the numbers up. There was no long term impact in my regions if say I got the rebel leader killed. Anyways I think I am a bit biased on choice based impact since I play a lot of fallout and witcher rpg games. Let me know if make sense, I really did enjoy your game and it seems to have real potential for commercial success.
Looove the theme, always great to put the player on the spot.
On the balance side the gimmick gets a little repetitive and could be solve trying reducing the countdown to the end game while still splashing those alternative endings and still fitting the narrative.
Art is great, tutorialization a bit overwhelming and could have been a part of the first day experience instead of a chonky text screen, the mechanics are intuitive enough!
Thank you so much for playing, and thanks for the feedback! The tutorial was a very last-minute addition, haha, I'd love to add a more natural one later once we have more time. The timing is definitely something we'll play with too, it's meant to be a bit of a slow burn but it definitely might be a bit too far as-is.




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