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This submission is disqualified
A jam submission

The Guild Master Is Watching!View game page

Trust nobody, not even your guild members... Even though you hired them. Micro-manage or die
Submitted by CodeWave.be — 1 day, 1 hour before the deadline
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The Guild Master Is Watching!'s itch.io page

How does the game fit the theme?
The Guild Master Is Watching! is a micro-management tower defense where the "towers" are your own guild members - and they're only effective when you're literally watching them. You hired them. You pay them. You still can't trust them.

What code and assets did you not make from scratch during the jam (if any)?
UI components, sprites from assets purchased on itch some time ago, some code fixes done with the help of other people, google searches, ai

How many people worked on the game?
1

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Comments

Developer

Seems like my game was disqualified due to using AI code when debugging and fixing issues :/ 

Seems like the rule was covering code generated too. Too bad but understandable. Thank you to everyone that rates this one, and for the feedback, if by any chance you see this message please feel free to add a feedback about the game even if you can’t rate the game!

Submitted(+1)

It took me a couple of minutes to understand what's happening, but the idea is pretty cool. Some of the explanation on the page also didn't seem to reflect the actual gameplay (Double clicking a deployed unit to sacrifice them doesnt seem to work. I'm also not sure why you would use that). 
With a couple of upgrades and interesting battles I could see this become a pretty cool game!

Developer

yeah some bugs are still there, I’ll try to fix it and improve user experience to cut down that “don’t know what is happening” part, quite a few feedbacks pointing that out!

regarding the feature you talked about, the idea was sometime it’s better to sacrifice a dying unit if the timer for crafting it is up on your team member, that way you can rotate it. But yeah I also thought it had some fun potential I’ll try to upgrade it and push after the jam ends

Submitted(+1)

I really liked the concept but there could be a bit more of an intuitive tutorial inside the game.

Developer

Yes indeed, limited time and a dead laptop on the last days kind of killed that part hahahaha but I’ll try and improve it later after the jam! Thanks for playing! 

Submitted(+1)

oh that sounds rough, glad you could still get something done for the jam

Submitted(+1)

Intriguing, but i don't know why sometime the spawn button for the free unit worked, sometime didn't. So my peasant army lost everytime because they were outnumbered.  It looks like a good game and i hope you continue to expand it further. Good submission!

Developer

yeah my onboarding needs more clarity! Each member can only spawn up to 2 units alone that’s why it’s limited, I’ll definitely try and improve that part for user experience! Thanks for playing! 

Submitted(+1)

This was a little stressful and confusing at first, and I wasn't quite sure which unit was doing what. I had to read a few comments before I understood how the game worked (and I still don't know what Energy Farmer does) but after that, I had a fun time playing the game. I found it a lot easier to just drag and drop rather than move my L-shape. The game did get a little monotonous after a few waves but the core loop is fun and there's potential if you choose to expand it.

Developer

thanks a lot for the feedback,

Indeed it needs some refining to make the mechanic meaningful, and the onboarding is lacking a lot from what I gathered! I’ll definitely try and improve those points first after the game jam! 

Submitted(+1)

At first, it was really confusing since I’d never played this kind of game before, even after reading the description. But I eventually figured out that peasants only spawn when they’re in focus. I thought I had to drag them onto the map. Still, it’s a great game and I really enjoyed it! I had to stop at Wave 4, though, because no enemies were spawning for some reason.

Developer

indeed it’s lacking some kind of tutorial phase, I didn’t have the time to playtest due to technical issues, but definitely planning to refine this part of the game, not everyone has played “the king is watching” which was the primary inspiration for this one 

Submitted(+1)

**Not being harsh - just honest to help the future of your game**   Not sure I understand what is actually going on. I kept spamming the "spacebar" and "arrow keys" to stay alive. It's an interesting concept and looks too be off to a good start. Needs more instructions or explanation. I'm assuming the 3 squares are what visually cues the player as to which guildmate they are watching. The blue ticker I believe is the burnout rate, maybe? I guess the big question I kept having is what exactly are they doing when I'm watching them? Do they stop moving as fast or attacking when my squares aren't on them?

I was left with a lot of questions, like even the powerups when you complete a wave, I wasn't sure what the crafting speed was for because I didn't know I was crafting anything. Hopefully this comes across as positive criticism because I genuinely believe you have something here and just need time to get it where you want it. 

Overall, still a solid submission and I enjoyed checking it out. Controls were smooth, no apparent bugs, color palette was fitting, went well with the theme, and I'd love to give it another shot once you add more too it.

Developer(+1)

No worries I get the feedback! 
As I said to another review, my laptop died on me before end of the jam so I couldn’t correct most stuff as the published version was an early build so no proper playtest which led to the final state.

This game assumes you know about “The king is watching” game, the blue indicator is the craft timer, when you watch your guild mates, they create battle unit on the overworld on the right, 1 guild mate builds up to 2 units when watching them units move faster and attack faster + bigger dettection range for enemies, but if watched long enough, they become burnt out, and can’t control their units as well (slower attack speed and movement). So basically you try to build your fields units and properly observe your guild mate to control their fighting flow, focused guild mate highlight the battle unit, not very visible as I didn’t have the time to tweak values or create a shader for better visual feedback and juice. When teammate is burnt out you have to unfocused them and their rest timer starts and they remove the red hue from themselves and the battle units.

Submitted(+1)

I've never heard of the "The King is Watching" so that could be why I was so lost. Though your explanation does help me quite a bit. I was wondering if the guys going out on the field were the same ones that I had in the square room area that I'd highlight with squares. Still a nice submission and I'm sure many other people think so too, I'm just not familiar with the reference. Best of luck in the jam! 

Developer(+1)

Thanks :D if you like roguelite kingdom builder and strategy games, you should give it a try, pretty fun gameloop :D anyway have a great day/evening and many thanks for the feedback :D

Submitted(+2)

Good game, nice idea with this burn out mechanics, well done! Btw I think the waves (especially the first 2-3) might be a bit more forgiving.

Also I'd like some tooltips for the hiring UI buttons, but after a few minutes of gameplay I got used to it :D

Developer(+1)

indeed UI and balancing are my next steps, waiting for the jam to end to work on it, had some issues with my laptop on last day, so couldn’t really work to refine and playtest it. Thanks for playing though and for the feedback, I liked the idea of the game might try and polish it more in the future. I’ll check yours after work hours :D

Submitted (1 edit) (+2)

Even so, the game looks good and the gameplay works.

*Congrats, the reward problem is fixed!

Developer(+1)

thanks a lot for playing it, I’ll get my computer running soon (had some issues with it) I’ll try and fix the issue before the 48h window is up.

Developer(+1)

I got my laptop back and fixed the bugs :D