Couldn't entirely figure out how to play. Is it just hitting "Roll"? I wasn't able to make any money, but perhaps that's the point, haha.
Viewing post in Trinity Developer jam comments
Thanks for trying out the game :)
I know the game is missing a proper tutorial - you can hit the TAB button to view rule book with different tabs.
Did you add (drag-and-dropped) hired devs to proper projects? Make sure to assign devs with high GFX stat to Graphics, devs with high GPL stat to Gameplay and GFL to Game feel. Then - after hitting ROLL - your fate will be decided by dice :D
- If you hit required number of 4+ rolls - you will level up given game component.
- Remember that your overall game quality is dictated by the LOWEST quality of game components. I.e. you need to level up all 3 components to at least Prototype so that your game will be received as a Prototype.
Game is a bit complicated at the beginning but once you get a grasp on core rules you can try to actually beat it (although it is a fair challenge!). I encourage you to give it another shot! :)
Ahh I went back and played again and saw the tab/how to play that I missed. That helped a lot! Maybe force a read through on the first time the game is played? I saw the flashing arrow but also saw "accept" below the welcome message so I just missed it completely the first time through.
I like the concept, it's pretty fun having to recruit and mix and match skills. It gets really tough later on, but I suppose that's just gamedev. It seemed odd that you could hire people already on your team. It would be nice once you develop a reputation of making good games consistently if you attracted stronger talent, or could pay for stronger talent or something. Overall really nice, and beautiful art! Good work in Godot as well (I'm assuming from the game icon).
Thanks for giving it a second chance! :)
And for the feedback as well! Actually these are things that are in my backlog, I didn't have time to finish it yet :D That's also a valuable lesson for me - I thought I am able to estimate time effort for the project more accurately. And that's reflected in the quality of tutorial and the lack of items that affect your gameplay. Lesson learned! :D
And yes, it was done in Godot (even though I could SWEAR I changed the icon to a non-generic one, lol)