Hero, Monster, Boss by oldsatchmo

[raw]
made by oldsatchmo for LD20 (COMPO)
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.

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

Feedback

thristhart
02. May 2011 路 17:21 UTC
Innovation: Not entirely unique, what with being a shopkeeper game. The gameplay was a unique idea though - don't think I've seen anything like it before!

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.
TellusE
04. May 2011 路 11:24 UTC
I liked how the theme played into the game. "buy this" versus "take this" isn't really an issue to me. The spirit is maintained, imo :)

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).
馃帳 oldsatchmo
04. May 2011 路 19:54 UTC
Thanks for the comments!

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.
Dark Acre Jack
06. May 2011 路 06:42 UTC
Ah, my favorite sub-theme, capitalism.

Nicely executed, fun take on the main LD theme and quick to play.
mwest
14. May 2011 路 22:19 UTC
Nice entry, well done on an interesting take on the shopkeeper idea!

A bit too easy once I figured out the patterns so could use some variation, but good given the time frame...
Nyaa
22. May 2011 路 12:35 UTC
LOVED THIS GAME. SO, SO MUCH.