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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.