Very nice! Liked it a lot :)
Play game
The Shire Reeve's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #5 | 4.238 | 4.238 |
| Controls | #11 | 3.571 | 3.571 |
| Fun | #12 | 3.667 | 3.667 |
| Accessibility | #13 | 3.190 | 3.190 |
| Audio | #13 | 3.667 | 3.667 |
| Overall | #15 | 3.633 | 3.633 |
| Theme | #24 | 3.857 | 3.857 |
| Graphics | #41 | 3.238 | 3.238 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.3.1
Wildcards Used
N/A
Source
N/A
Game Description
Your lord has selected you to collect taxes from the shire! Management Sim focused around collecting taxes.
Discord Username
gilbrilthor
Comments
Feels bad for these people :D
Cool game, it can really become chaos when you press multiple button.
Gameplay speaking, the only point that annoyed me is that when you have multiple collectors and you start a new week, they would start too close to each others. The first settlement will always rebel when my second tax collector collects..
A very pleasing game, man i think I'm becoming a villain in real life from these games lol...but yeah very fun!
Extremely charming little game! I really enjoy the visual style you were going for. In order to achieve a more uniform visual style, I'd highly recommend aiming to make all of your assets the same pixel density - As an example, the characters have pixels maybe ~5 times bigger than some of the background elements, and the crosshair has big chunky pixels the size of the tax collectors! Godot has some great tools for scaling your game up in resolution, so a good approach would be to build your game at a low resolution, then scale it 3-5x up (depending on what looks best and how high or low-res you want to make your assets), then work from there making everything a uniform size! This goes for fonts, buttons, UI, assets, the whole deal. The nice thing about this approach is that you can use those procedural lines that you have for the roads and they'll be appropriately chunky and pixelated.
The other commenters have brought up most all of the other critique I would give. Cool concept and fun execution!
Many thanks for the detailed response! My background is almost entirely programming, so the feedback on the art presentation is very welcome. I played around with theming for the Font, button, UI, etc. but didn't figure it out enough to really push the idea I had in my head. And the crosshair is my shame! I had it on my list to do a second pass on the visual style for that, but alas, time was not on my side.
I'll have to play around with the rendering tiny and then scaling up. I hadn't thought of that approach before. I know, for the roads, I had planned on tiling a texture across them, but I think there may be a bug in the Line2D with the vertices because it went all sorts of weird when I tried.
Nice game it is better then it seems at first, I only noticed ability to add extra collectors on 2nd week and this is where the fun begins. Still, it seems there's not a lot of tactical gameplay and it froze in the middle of 2nd week (web version).
Good take on the theme!
Sorry for the freeze! I didn't have time to stamp out the bugs on the HTML5 version, as I developed it testing on the Windows.
I agree with the lack of tactical gameplay. I had just planning the routes, but realized that the player would be super bored during the week, so I started adding abilities to give the player something to engage with. Do you have anything specific in mind in terms of adding tactical gameplay?
Very nice music and graphics, just my game crashed randomly, but maybe it was my foult.
Great concept. And the simple graphics and audio works nicely. I have to say, true to the theme, I used the "cut down" option way too liberally on the mob. It only saddened me that if the mob spawned right next to a collector, they would pretty much die suddenly before I've got time to cut the little nuisances down!
Fun game! My only suggestion would be to give more visual difference to the mob characters, they were hard to tell apart from the collectors when the game really gets going. Nice original concept though, nice work!
Original concept. Love the simple graphics and intuitive UX.
The mobs were a bit hard to manage - but maybe thats my lack of people-skills ^^
Overall great game!
It took a minute to understand the concept, but that could be due to my ignorance. Excellent sound, and professional UI and UX. Having a good time ..
bravo.
The gameplay is definitely fun! A nice game to chill out but sometimes it gets intense too.
I think I will enjoy it even more if this is on touch screen/mobile because the targeted tools are quite difficult to control using mouse when the speed is fast.
A small glitch during the planning mode that if you select the same place twice, the game will hang.
When I made the game, I targeted mobile platforms, so it's good that you thought that it would be better on their. I planned on adding buttons on the keyboard for the abilities, but ran out of time.
Sorry for the crash! I don't know what happened, as I had programmed it to deselect a settlement if you clicked on it when it was already settled. Honestly, I didn't realize that I had to submit either an HTML5 or all 3 platforms, so that threw me. I had only tested on windows. I know HTML5 deploy better than linux or mac, so I went with that one, which had some of its own problems.
Thanks so much for the feedback!
Nice little game! Played through it while having lunch and it was really enjoyable. Congratulations.




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