I was a bit confused, but I managed to create a new adventurer - but when the naming option appeared, I couldn't confirm it and eventually the new adventurer disappeared 🤣 I couldn't make a new one after that. The art was really awesome though, and I think the dialogue could have been presented a bit differently. For example, after you successfully complete a small part of the game, sort of like a tutorial and the story rewards you (that's like feedback to the player that they are making progress). I had fun exploring though, and clicking on everything to discover all the flavor text in the dialogue box. Well done with your entry!!
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The Weapon Smith's itch.io pageJudge feedback
Judge feedback is anonymous.
- The game was artistically nice but hard to grasp the goal of the game. It explains in a very loose sense the goal, however its very difficult to observe if a minigame was successful as their was no meaningful response. The idle aspect of the game was confusing at first but than started to make sense after a couple of tries and restarts, but the build your own party member minigame did not seem to work. Stylistically the hand drawn medieval art is charming. The GDD is well laid out with a mini roadmap of future work. Overall keep working on improving and making cool games!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1gxvseIjbSVxD_Zj-mVh8Re1XIQAc-Qiy9eKBEHDK4Aw/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
The Weapon Smith is a part storybook adventure, part worker management game where the player navigates the aftermath of a catastrophic event by exploring story frames. After a certain beat, it then shifts into a crafting simulator and worker management loop where the player creates an adventuring party and sends them out to do the RPG stuff while they stay and craft in the forge. The controls are point and click and the occasional [Esc] to skip, close UI, or open settings.
Please explain how your game fits the theme:
For the theme: You play as a sentient sword turned smith who makes humanoid adventurers instead of a sentient humanoid smith who makes swords. You very literally are the weapon.
Is there anything you'd like the judges to pay particular attention to?
I'd like feedback about the general flow and ease of onboarding. I made some attempts to put guidance, but did not want to put too much guidance to remove the exploratory fun of it. Dancing that line between too much and not enough has been a challenge.
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