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A jam submission

Loots & LiarsView game page

Manpower vs Trustworthiness, you choose.
Submitted by JD, skedžo — 6 minutes, 40 seconds before the deadline
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Loots & Liars's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#3943.6673.667
Innovation#4613.2353.235
Visuals#6023.4713.471
Overall#6623.1413.141
Gameplay#7292.9412.941
Audio#8702.8242.824
Enjoyment#10792.7062.706

Ranked from 51 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?
In a game where you need manpower, sometimes the closest allies are the best liars. Either lead the party to victory, sleuth out the liars, or die losing trust to your party.

What code and assets did you not make from scratch during the jam (if any)?
Audio and fonts

How many people worked on the game?
2

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Comments

Viewing comments 37 to 18 of 37 · Next page · Last page
Submitted(+1)

Really cool game. Great job! :)

Submitted(+2)

Wow -- I really enjoyed this game. It's super polished and I loved played Oregon trail when I was younger! The dialogue/writing is super well-written and it's overall super fun game.

Submitted(+1)

The Oregon Trail/60 Seconds inspired narrative expedition concept, rich shop/stat mechanics, and single-player social deduction loop fit the "Don't Trust" theme super creatively! Balancing crew stats while watching task logs to weed out the liars gives it a fantastic retro RPG atmosphere.

A few deduction logic, UI, and onboarding suggestions for post-jam updates:

- Deduction & RNG Logic: Right now, liar task failures feel a bit too random (e.g., successful characters turning out to be the liars). Grounding the logic closer to deterministic pass/fail rates will make uncovering the impostors feel more strategic and less like luck.

- Stat Abbreviations & Info UI: Make stat abbreviation tooltips and the tutorial/info buttons larger and higher contrast so players don't miss key stat definitions before sending crew on expeditions.

- Win Trigger & Trust Pacing: Fix the $10k money win-condition bug, and smooth out the trust decay rate so players have slightly more breathing room to test crew combinations without getting an instant game over.

Ambitious concept with great atmosphere and storytelling! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam project as well: /jam/brackeys-16/rate/4953523

Developer

Thanks for playing and for the feedback! All will be noted and are listed for post-jam!

Submitted(+1)

Nice game, i had some fun playing it !

Developer

Thanks for playing!

Submitted(+1)

Interesting concept you got her. I think a tutorial in the start would immensely help the player to understand what to do and what all to look out for.

Submitted(+1)

Interesting idea and great presentation! I think its too difficult to discern what should happen if no one in a task is a liar and what should happen if one is a liar. I get why you can't just say "this task requires 10 str" because then it would make it too obvious. But right now it feels like the feedback is almost random. I think the idea might have been stronger if you had taken out all of the stats and instead relied on "pass/fail" for the tasks. Then add some randomness for if a character naturally passes or fails. It would I think at least be more discernible to the player and allow them to make that "kick" decision with a little more understanding. But still, good job, really liked the art and idea.

Developer(+1)

Thanks for the feedback! Appreciate this!

Submitted(+1)

The liars was really hard to discern, but none the less the game was pretty fun got my brain thinking! 

Developer

Thanks for playing!

Submitted(+1)

It's a bit hard to win for me but I like the game

Developer

Thanks for trying it out!

Submitted(+1)

Interesting concept! Loved the shop and stats system, it was super hard to discern who lies and who doesn't. I'd suggest a more fleshed out expedition results screen.

Developer

Thanks for the feedback and for playing!

Submitted(+1)

It was a really interesting idea! I really enjoyed it. Simple, but with lots of details. Great job!

Developer

Thanks for trying it out!

Submitted(+1)

I enjoyed the game, but I would've liked the feed back from my actions to be a little clearer.

Developer

We'll keep that in mind, thank you for playing!

Submitted(+1)

I loved the narration type expedition genre this game took. the art is simple and great. nice story telling. It felt abit more rng and can do well with balancing. Great job overall.

Developer

Thanks for trying it out!

Submitted(+2)

This is a really good game, and I had fun playing it! I love the concept, but it needs a bit of balancing. For example, during one run, knight and I failed to fight the monster, blacksmith failed to fix the wagon, but bard and navigator succeeded in collecting supplies. you'd expect the knight and blacksmith to be the liars after two rounds of failures, but the liars turned out to be the bard and navigator instead! It felt a bit confusing. Overall, a very good job, and good luck

Developer

Thank you for trying! We'll try to adjust the logic soon!

Submitted(+1)

I must say I like the different style of your game and I really love these type of action happens-you read them, games as they are fun for me to play. I also really likes the artwork and the vibe of the game really reminds you of an old time. My only concern was the part we determined who was suspicious. I think it could use more improvement compared to the rest of the game. Nice game in the end

Submitted (1 edit) (+1)

really cool game but its a bit hard :< ( i think a skill issue from my side ) i love the style and the idea.. my fav so far

Submitted(+1)

Really interesting idea! And love the style! So cool
It took time to understand what is going on, but tutorial helps. Nice work!

Submitted (1 edit) (+1)

I really liked the visuals and it's cool that your game is inspired by 60 seconds. I couldn't figure out what to do on day 1, as nothing popped up for me in the tasks and when I pressed skip, nothing happened. I really want to check out the game I just don't know how to progress.

Developer (1 edit)

Oh my god I'm so sorry for the bad experience! The latest version had the tasks disabled and I just saw it right now. Now, I can't reupload a new zip file for this </3. Fortunately, there is a previous version so that's currently on right now-- Unfortunately, that's the version that has bugs in it, (unable to trigger win condition). Please try it out again!

Submitted

Thanks for the replay, I will definitely give it a second try. 

Submitted(+1)

After playing I liked it, its a cool way to incorporate the theme into a Oregon trail/60 seconds inspired style game.

Submitted (1 edit) (+1)

very interesting idea. probably my favorite theme cohesion so far (it’s hard to have a social deduction style without actually making it multiplayer, but you manage it). Only major criticism is I wish I knew what the abbreviations stood for

Developer

Thank for playing! There were buttons there to let you know what the abbreviations were (info at shop, tutorial at gameplay)! but maybe I made too small? I'll see what I can do ^^

Submitted(+1)

Hi, like the others it took me time to understand how to figure things out. If I understand correctly you assign them to tasks compatible with their skill points (but with 3 letters instead of full words it's difficult to understand what each stat does exactly) ; then if a character/duo fails at a task you change to see what character is responsible for the failure ->those are the liers.

Am I right ?

Apart from that I liked the atmosphere : your art looks nice, the music loop is well chosen (but a bit too short hence a feeling of repetitive sound if you play a few minutes), your UI and gameplay are clean and look nice. Your take on the theme is good too but I think as players it's not very easy to understand what we should do. (You can say the same about my game about not being able to find your way though lol)

Developer(+1)

Hi! first of all, thanks for playing the game! I do have to mention that there is an info button at the shop and a tutorial button at gameplay. Maybe it's too small to notice? For the gameplay question, it really is up for your interpretation. The liars have a 50% chance to literally not use their stats towards the task, which only liars do. Characters, including liars and yourself, has a 33% chance to only use half of their stat.

Submitted(+1)

Hi ! Oh yeah I didn't see the info button, thanks !

I think it's because this screen with character stats + shop + characters is a lot of info, and the info button is very small with low contrast so it did not appear to me as something I could click-on. 

So to avoid that I think if it were me I would separate things a bit more before the expedition starts, like 1 screen = 1 purpose: 

- 1 screen for info (can be clicked on the start-menu with Start, Options, etc -> players who already know how to play won't need to access it; eventually you can also make it accessible from a pause screen or a button on top/bottom of your expedition screen),

- 1 screen for characters discovery and setting your own stats (I get that it's interesting to have both on the same screen, you can position your stats depending on theirs to be complementary),

- 1 screen for the shop.

I'd also give a different color to the background and text for interactable UI elements to make them more easily identifiable.

That being said, I replayed your game and with the info you gave me and it was better so I updated my rating ^^


ps: I'm not a pro (yet !) so this is just me using my player experience to identify what induced me into not understanding things.

Developer(+1)

Thank you for replaying!

Submitted(+1)

Very cool game! I still dont know if i really get how it works. I got more than 10k money but the game didnt end, and once I run out of trust teh game over screen is a failed one. I tried a few rounds and I get well one of the liars but I usually fail to catch the second one.

Really entertaining, I liked it

Developer

Thanks for the feedback and for playing the game! Sorry for the inconvenience, I didn't know the win screen isn't triggering oops!

Viewing comments 37 to 18 of 37 · Next page · Last page