Hero, Monster, Boss by oldsatchmo
Made in Construct.
A variation on Paper, Rock, Scissors that puts you in the shoes of an arms dealer. Set in a magical realm torn apart by a war that you perpetuate.
Distribute your resources to three parties: a hero, a monster, and a dungeon boss. Keep them alive long enough to build up your savings account, so you can retire in style.
A variation on Paper, Rock, Scissors that puts you in the shoes of an arms dealer. Set in a magical realm torn apart by a war that you perpetuate.
Distribute your resources to three parties: a hero, a monster, and a dungeon boss. Keep them alive long enough to build up your savings account, so you can retire in style.
Ratings
| Coolness | 5% | 119 |
| Overall | 2.75 | 175 |
| Audio | 2.92 | 77 |
| Community | 2.63 | 149 |
| Fun | 2.67 | 163 |
| Graphics | 2.42 | 218 |
| Humor | 2.50 | 131 |
| Innovation | 3.00 | 139 |
| Theme | 3.17 | 74 |
Fun: There was a sort of puzzle-esque fun to it, feeding that "a-ha!" moment when you realize how to profit without killing your clients.
Theme: Fits it pretty well, except it's more like "buy this" than "take this".
Graphics: Not exactly beautiful, but they get the point across in a functional and easy to figure out manner.
Audio: Kinda the same as the graphics. I wouldn't listen to it in my spare time, but it acted as a good background to the game.
Humor: Some asides in the item descriptions. Smile-worthy.
Overall: Solid, short, fun. Good gameplay concept, executed without bugs and in a presentable manner.
Community: Posted about your ideas, posted screenshots, have a demo. Food shots and/or gameplay video would have brought it to a 5.
I very quickly just hit a single pattern of selling (sword, bottle, heart) - would I earn more by varying the sold items instead of just persistently keeping the clients alive?
I think your game is a very solid LD entry at any rate - if you wanted to expand the concept, however, I'd suggest a variation of items, perhaps forcing you to keep stock of items (follow the trend, introduce new or higher-level items to maintain profitability, have enough variety to satisfy player NPC's that "level-up" how they choose).
Yeah, there were a couple of patterns you could just repeat until you had enough for retirement. I'm sure there are all sorts of ways I could mix up the gameplay to make it more challenging as you go.
Anyway, thanks for checking it out.
Nicely executed, fun take on the main LD theme and quick to play.
A bit too easy once I figured out the patterns so could use some variation, but good given the time frame...