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A jam submission

Heroes For Hire - DemoView game page

A demo for the upcoming guild management sim - Heroes For Hire!
Submitted by Untouch — 2 days, 23 hours before the deadline
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Heroes For Hire - Demo's itch.io page

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Comments

Submitted

https://www.twitch.tv/videos/2345012086

It’s odd, the UI/game feels so high quality, but the functionality in the end is jank in many places. Issues / unclarities:

  • Tutorial messages can’t be dismissed / advanced by clicking them? You have to click the button they indicate, which is sometimes actually bad.
  • Some "Projects" I set up never fired. (In one case it was missing raid staples, but other cases there was no error message.)
  • The advisor is spamming me with suggestions I am far from being able to realize. And realized ones don’t go away.
  • A lot of pop-ups / tips / blinking icons don’t properly disappear when no longer needed. The very first tooltips the game gives, in the "Heroes" menu, never went away.
  • When the Bank is unlocked (icon blinking) and you click it, you immediately lose $300, lol. And then later apparently you even have to pay back a "$300 loan"?!
  • I like that the game speeds up and slows down automatically, I hate doing this manually. But the speed doesn’t reliably go up when all heroes are idle.
  • I still don’t understand what’s going on with Rest/Relax, why are my heroes sometimes idling, neither resting nor relaxing, just staying at 0% restedness?!
  • In the "Start Raid" window, the tooltips on the "i" box after a while were completely wrong.
  • Worst of all, I finally managed to recruit new heroes, and they just stayed greyed out forever for a long while. There was some huge bugginess going on with bed occupancy.

In terms of gameplay: Playing for the second time now, it feels sloow to get going. I am just waiting for my raids to hit specific materials, so that I can advance. Having a hard time accumulating "Cheap Silk," I somehow even found "Refined Silk" which seems rarer but I can’t make use of it. It seems crazy that Training and Gathering projects are not available from the get-go, as these seem more basic / safer than Raiding actually.

Specializing and equipping your heroes should be the main draw of playing, but these are very obtuse: Even though everything is so small, the hero screen is split into 4 different "tabs" and it’s very hard to understand the "whole picture" for a hero. What is he good at, what kinda items do I want to give? And what items do I have on other heroes maybe that I wanna move to this one? This should be all one huuuge grid for organizing everything. They ain’t calling these games spreadsheet simulators for nothing.

Btw. I suspect that it might be ideal to rotate items from your day shift to your night shift, which is a micromanagement nightmare I would not enjoy executing. Maybe it’s much cooler to just have a "guild armory" and heroes automatically pick up fitting gear when going out? The whole "shift" concept would make sense then. Also if beds could be shared. All this sharing can weigh on happiness for all I care, or heroes develop "familiarity" with a specific weapon they use often…

I am really looking for the juice in this game, but I still have a hard time finding it.

Developer

Thanks. I do agree a lot of stuff isn't explained super great now or isn't intuitive. The speedup for example only happens if you're on variable time which only gets turned on automatically if you're doing the tutorial (there's no point to this limitation so I'll change it.) Refined silk is also for mid-game items so it dropping early probably isn't needed either. 

I'll look into everything and try to refine it so that it makes more sense and is a lot smoother.

Submitted(+1)

Looks cool and seems like a neat idea. Seems like all the system are well implemented and there is a lot to do. Might want to consider adding all functions of IRL Windows to your's so people can manage it all better, like they do IRL.

Now, for my main issue: The pixel font seems busted. Check its ideal size and only scale it by multiples of that! Consider also not using  a pixel font. They're terrible for stuff like Bold and Italics, which you may want to use a lot in this kind of game.

Developer

The scaling (mainly on the menu) is mainly a problem with GM but I'll try and find a better solution because it does look really off. Thanks