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Quest Giver's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #635 | 3.909 | 3.909 |
Overall | #1006 | 3.626 | 3.626 |
Enjoyment | #1270 | 3.333 | 3.333 |
Presentation | #1338 | 3.636 | 3.636 |
Ranked from 33 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?
In this game you play as the NPC of a village in a pixelated MMO world. You give quests to heroes and maintain a budget while trying to not kill them with difficult quests.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Salute to your dedication.
tremendous idea , concept and artstyle, well done!
Thank you so much! I appreciate the kind words. The artists for the assets are in the itch description.
I really like the idea of the game. This is actually something I was toying around with outside of the jam, and I really like the execution of this!
Thanks for playing! I would love to see your attempt at it in the future :)
I really like this game, well done!
Thanks for playing!
I really liked this game! The visuals and audio you chose were very fitting. I liked seeing the progression of the little heroes and the town's funds, but I feel like the difficulty got lower as time went on, and without a win condition, it makes for a fun first playthrough that's not super replayable.
Yup, couldn't agree more. We bit off a bit more than we could chew in terms of scope for this jam. I knew we were in trouble when we were discussing exp sharing and raid battles in the last stretch of the jam lol. Originally, we were going to have a goal of getting x strong heroes for a battle at the end, but we had to settle for no win condition and just focusing on fixing various issues. We also have the subquests and scriptable objects and they were randomly generated, so we had a difficulty cap because we just didn't make enough scriptable objects.
This is a really good idea well done! I didn't do very well I kept killing them haha :(
Thanks for playing! I would recommend matching the quest difficulty to their level. That is how to get them to not die constantly. But, there is always a risk of dying (percentage based) no matter what.
wow super uniqe, loved the nostalgic art style too
Thanks! I used assets this time around due to not having the resources for artwork. You can check them out on the itch.io page.
Dang!! This is a cool one - underappreciated. Really like how you put it all together, great work!
Thanks so much! I am glad you liked it :) It was a real nail biter this jam when we were rushing to get everything working in the end.
Cool concept and the game is pretty nice once you get to understand it! Good job!!
Thanks for playing. It would have been beneficial if there was a tutorial, but we ran out of time!
Really cool idea! It's a good starting point for an awesome game. Well done!
I appreciate the feedback! Thanks for playing :)
This was pretty fun! Took a bit to get the mechanics and I couldn't figure out if there was a way to restart the game without reloading but other than that it was great.
Thanks for playing! I totally understand what you mean. There isn't a restart button sadly I forgot to add that in at the eleventh hour.
Took me a little while to get the mechanics down, but it was a pretty good puzzle once I got into a rythym.
Thanks for playing :)
Nice Idea!
Thanks for playing! It was definitely a difficult game idea for the time limit.
Great game! It took a time to understand, but once i got it, it was a pretty fun management game
Great arts btw
Yeah, this game was the prime example of "if it is difficult to understand quickly, it is difficult to develop" kind of game. Thanks for the feedback!