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Quest Board's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #655 | 3.900 | 3.900 |
Overall | #1313 | 3.500 | 3.500 |
Enjoyment | #1632 | 3.200 | 3.200 |
Presentation | #1842 | 3.400 | 3.400 |
Ranked from 20 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?
Normally, players play as the adventurers completing quests. Now you can be the one providing the quests, trusting your fate to the would-be heroes.
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
I like how it plays, but it also does get hectic after a while. Love the concept!
The game has readability issues though, not everyone can read such small text..
Good things to consider. Thanks for the feedback!
Very interesting concept, although I found it a little bit overwhelming after a bit
love the concept! Actually, my main project (not for the jam) i've been working on kind of revolves around this concept, so i was quite happy to see this!
Well done and love the sprites and sounds! If for anything, i loved hearing the little fanfare haha.
Way cool. Thanks for the feedback. This was my first time doing a game jam, so I was very happy it came together as well as it did given the time crunch. I would definitely aim for a simpler concept next time.
Nice concept with a simple gameplay loop! The game felt a bit overwhelming after a while, since adventurers come and go so fast. Nice job!
The game is very enjoyable, but I'm not really sure how the Peril meter works. It seems to increase way too fast a lot of the time.
Yeah, we could have explained that better. The rate Peril fills up is based on the total Threat value of all uncompleted quests. Their other stat, difficulty Level, is how difficult it is for an adventurer to complete the quest. Thanks for playing!
The quest giver / quest management take is one of my favorites, and something I was really intersted in during our brainstorming phase. I had no idea what to actually do with the idea, but you've executed on it so well, great work here! had a lot of fun :)
The sound effect in the beginning scared the heck out of me lol, but this was really fun to play. Loved the art and music as well, great game!
Thanks for playing!
Cool concept.
Lovely presentation, nice polish, and frantic gameplay. I feel as though the balancing might need some work - my Peril meter filled up fairly quickly each of the three times I played - and the "Roles Reversed" theme seems to apply more to the narrative context of you being a quest-giver than the gameplay, which feels like a management sim. Still fun to play, so well done!
Yeah, I think we turned up the speed early on to make things more efficient to debug, and somewhere along the way forgot that maybe we should slow things back down...
I love this art
Thanks, though we can't really take much credit for the art. Except for the Quest Board itself, the rest of the artwork was kenney.nl assets.
I like the idea but it feels too chaotic. A lot of things happen in short time. I think it will help if there was a interactive tutorial that gradually introduces all the mechanics. For me it the game felt cluttered just too much is happening in a small space. other than that the music was nice and the art was good.
Doing the quest board is a really cool take on the theme. I liked the mechanics of doing it as well, deciding on rewards. I especially liked that you can modify it later if you're not getting any takers. (Edit: And the mechanic of attracting higher level people with higher rewards; clever!)
I'd have liked to have seen some more mechanics; e.g. other things about the quest board to manage, such as where to get the money from (rather than it just being from taxes in general). Also, the frantic nature of it didn't play so well for me for the genre this is (though the simpler mechanics might require it to make it at all challenging); there was a lot of things to think about and read, but I didn't really feel like I could, since I had to fix the problems quickly. Perhaps a turn-based thing would have been nicer? Or at least a slightly slower pace? But that might just be my own preference.
Thanks for the feedback. I agree the end result turned out a lot more frantic than intended during initial brainstorming. We just decided to lean into it and simplify the more complicated reward systems we originally planned as the deadline quickly approached. It would have been nice if we could find a way to let players take their time and notice the funny adventurer names or how individual adventurer stats can affect things.
5 stars, i like this
5 stars, i like this