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Your Inner Keep's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1415 | 3.604 | 3.604 |
Overall | #1904 | 3.285 | 3.285 |
Enjoyment | #2114 | 3.000 | 3.000 |
Presentation | #2202 | 3.250 | 3.250 |
Ranked from 48 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?
Usually in an RPG, you're the one doing quests. Now you're giving them.
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
Fantastic Game! I enjoyed strategically giving out quests to others while trying to survive the horrifying IRS of the medieval ages. I am genuinely interested in how you can expand this concept further even though as you probably know by now there is a bug that prevents you from playing further at some point. Very nicely done, Good Job!
The idea is pretty cool and the gameplay is fun. I think i had a bug where the npcs come to the tavern but it didn't start a conversation. But until then i was having a good time!
I liked it, it kept getting stuck after the first time I payed taxes so I couldn't get farther than that, but it was fun being the quest giver for once.
This was pretty cool, I like the idea of looking at the travelers and trying to figure out which ones would be suited to each quest. Would be cool to see this expanded with more complicated conditions and different kinds of adventurers etc. A couple bugs I encountered, I got softlocked after the tax collectors came and had at least one other time where one traveler wouldn't leave the desk.
Like the idea of giving quests.
I found the balance of the resource management a little easy never ran out of any reasources, not sure if it gradually gets harder. A recomendation i have is to make the quest hand outs depend on the adventures level so a higher level adventurer will be more likely to defeat the quest but will charge want more as a reward otherwise, because I found myself sending all the higher level adventures on quests.
I also I ran into a bug, after the taxes were collected I coulded interact with the adventures, no dialog box would appear. I played trough twice and same thing happened each time.
But overall great game, well executed, and with a good level of polish for a 48 hour Jam.
Really cool take on the theme, enjoyed being a quest giver for once :3
We also went with a questgiving concept, and even have tax collection :D Funny to see how our games differ though. Good job :)
Oo, what a coincidence! I'll make sure to check out your game after I've had my beauty sleep
Haha, cheers. Hope you like it :)
Cool game! I like the idea but it lacks a bit of gameplay.
Nice game! Lots of devs went with the idea of a questgiver but this game stands out by its polish and Its way of atmosphere. To improve the game I would put some npcs in the background let them walk up for a beer or let them just talk to eachother just for fun. maybe there could be some visual representations of the day and night circle and peope would want to sleep and drink during the night and people would need food during the day. Outstanding game !<3
I'll keep your suggestions in mind, stay tuned for the post jam version!
The core idea is solid, can definitely be built upon. Great work for a jam! I also had the soft lock thing when tax collectors came but here are my notes for future:
Good ideas, thought of some of them myself, just didn't have time
Great idea and execution. The game is nice and relaxing. The only issue I had is that I had a traveler visit at the same time as the tax collectors and then bug out. The traveler just froze and didn't initiate any conversation and nobody else came after that so I had to restart the game.
That's a known issue. A fix is in the works and will be implemented after the jam. If you want to, you can follow me to get notified when it's published :)
Nice to see the gameplay loop involving strategic decisions! I used everything from the level of the person to their gear and class to determine if it was right to take their money or give them a quest. Unfortunately everyone I sent out on quests died, but at least I didn't go into debt!
Really fun main game loop. It was fun trying to analyze which adventurers to give which quests. I liked the humorous tone too.
I had to restart twice, but I got softlocked every time after being
stolentaxed. Overall really fun game, this game has a potential to be expanded further.God, I love the humour of games of this jam :)
I like the idea, I think it fits the theme perfectly. Gameplay is also fun, could be easily upgraded to a complete little game.
Fun concept, well-executed. I like the time idea combined with this type of questgiver game, which I haven't seen in the others I've played. I also ran into the freezing bug others have mentioned, so I wasn't able to finish.
The gameplay loop was simple, but sensible and enjoyable in a relaxing way.
Bummed that every time I play, an adventurer winds up freezing in front of my counter and causing adventurers to stop coming, because I really wanna see if anything happens when you get all the items.
Also, as some other folks mentioned, the balance is off such that spamming "How can I help you?" doesn't cause any issues aside from the one time a second person wanted to spend the night and couldn't. Again, that gameplay felt soothing to me though, so it just became a puzzle of how to get the quest items. Hence trying after softlock hit multiple times.
i LOVE this concept,
EpicToastTM basically said everything already, but a couple more points couple. something that threw me out of the experience was the UI wasnt pixelated, as well as the text above the travelers.
edit: the text and ui IS pixelated however the font looks default which throws the vibe a bit.
there was no real tutorial.
and it wasnt snapped to a pixel grid,
that last one is a personal preference thing,
a couple suggestions for the gameplay loop, maybe beside each quest have a failure success rate, based on the level of the traveler you are giving the quest to, i was kind of left blindly guessing which travelers could do which quests,
have some reward for successfully finishing quests, maybe be able to sell the items you get from quests,
Maybe make it harder to fulfill peoples requets, reiterating what epictoast said, i was able to easily complete every persons needs, so i ended up just spamming how can i help you
but all of these are just minor tweaks, if this will continue development. a little balancing and a reevaluation of the core gameplay loop, would truly make this an awesome game
PS: sorry for the long post, i just really think this game has potential and would love to see it continue development
Thanks for the feedback. By clicking the quests in the quest log, you can see their descriptions, that give clues as to who you're supposed to send there. For example, the dragon's weak point can only be seen while it's flying, so the archer has the best chances.
ah Icic that makes more sense lol
I'll make that more obvious in the post-jam version, as well as fix the bugs. Stay tuned!
I’m looking forward to it, also realizing rn my review may have come across as over critical but seriously absolutely amazing quality for being made in 48 hours, im excited to see what you can do with more time
unfortunately the game bugged out and softlocked me after my taxes got collected :(
none of the travelers i sent on quests actually completed them, which was kind of disappointing. i figured i had to send higher-level travelers, but even the level 30 one died. also, i was able to provide food, beer and beds for everyone without completing any quests, so the game just became spamming "how may i help you?"
that said, this game has a lot of potential, it just needs some balance changes. cool concept :)
Thanks for the feedback. I suppose the clues were a bit cryptic, but you could improve the chances by selecting the right class for the job. For example, the dragon's weak spot is visible only when its flying, so the archer has the best chances, and so on.
ohhhh that makes more sense. that's a cool system
Very soothing vibe :) This gives an interesting perspective on the usual RPG game into the life of the NPCs haha
Pretty cool concept! I felt the gameplay loop was a little tight though. Nice job!