Quest for the Good Time Adventure by Thomas Sylvester
A game in which your player starts with a whole lot of nothing and works their way to a successful business empire. Kill monsters and sell their loot and use the profits to buy your own store, it's a whole thing.
WASD to move. Spacebar to interact. I to open the inventory. Left click to attack.
Item stats can be found here https://github.com/Schmylvester/ldjam45/blob/master/Assets/StreamingAssets/Items.json
Music and graphics from RPG Maker VX Ace
Ratings
| Overall | 1032th | 2.8⭐ | 37🧑⚖️ |
| Fun | 908th | 2.829⭐ | 37🧑⚖️ |
| Innovation | 975th | 2.586⭐ | 37🧑⚖️ |
| Theme | 649th | 3.2⭐ | 37🧑⚖️ |
| Humor | 536th | 2.765⭐ | 36🧑⚖️ |
| Mood | 907th | 2.859⭐ | 34🧑⚖️ |
| Given | 46🗳️ | 0🗨️ |
Also I think you still need to give credits when using assets from someone.
Here are some bugs that I found:
* Dialonal move faster thah horisontal or vertical
* Monsters can be pushed out of world
* Sound only in left speaker(aaaarrr, I mad too)
You still can fix bugs
@smiley I'm sorry, this should now be fixed
@hellper that's completely fair, we definitely weren't able to get everything we wanted done and so we ran out of time towards the end trying to get something playable, thanks for trying it :)
@team-on We had a lot of ideas and not enough time haha. Thanks for the bug reports, the sound issue has been fixed but it's unlikely we'll fix anything else.
I spent waaay too much time playing this and it was quite nice actually. I liked the art and the music was good enough to keep the mood going.
Finally killing the dragon was reaaaaally underwhelming though, when I only got a dinky lil knife, after I finally managed to kill one :/
Me playing this game finally stopped when, after firing 2 sales assistants, the game crashed as well!
Nice game, and nice work though!
Sounds and mechanics are perfect.
I want to see more !
Still I like the idea, I wish I could have gotten further into it. Also, the randomness of the drops maybe needs some tuning. My first play through I got almost nothing useful equipment wise. I died to a plant. My second time, I got a legendary bow as my first drop and murdered the forest. Would have continued wrecking through everything except the dragons if the UI didn't bug on me.
Had a lot of fun "
Having said that, I have to admit that the content of your game really amazed me. Even if you have used some free RPG assets, there's still a ton of content in your game, and a rich game mechanic behind it. So much even that I would have loved to have a possibility to save my progress.
@anttiviljami there's definitely a lot we can do in terms of pacing and overall balance, tricky trying to pick and choose where to spend our time haha. Thanks for playing.
@mrstari aw thanks
@avon I had the same experience playing it myself afterwards so that's really interesting. When making the game it was hard to see how it would come together but I managed to enjoy it for a good 30 minutes, I'm really happy with it for a weekend game.
@gneetix Sorry about any bugs, thanks for trying it out
@fictions moonlighter and recettear were part of our inspiration in this jam so thanks :)
@archimagus the game is definitely buggy and has a lot of balance issues, thanks for trying it and leaving feedback though, I appreciate it.
@pixamentory I'm glad you enjoyed it, thanks for trying it out
@gamefive I'm not sure if you commented on the wrong game as we don't have any replica/cloning mechanic in the game, but thanks for playing it if you did so :)
@toadwolf Of course, we probably should have mentioned it properly somewhere but everything was a rush. the RPG Maker art assets were pretty handy. While we did have some random art collections they weren't consistent enough in style to work. It's nice to hear you enjoyed the game and a saving system would've been nice to implement. If the game ever expands to being more than a couple of hours of playtime we'd definitely look in to something like that, thanks for the feedback.
In general, I've found the game to be veeeryyy sloow and clunky to play. Ideally, all commonly used controls should be within the reach of two hands - here we have WSAD/Space for one hand, inventory I for second hand and, for some reason, left mouse attack button for third hand. The game doesn't even use mouse pointer information as far as I can tell, so I don't see a reason why the attack button couldn't be on a keyboard as well. >.<
Another troubling thing is that the game has lots of items with overlapping purpose, but provides no stats for them except for the Common/Uncommon/Rare/Legendary descriptors. With these, I can't really tell if Common Iron Boots are better than Common Leather Boots, or whether I should pick a Legendary Sword or a Legendary Axe. The game in general has issues with providing feedback to the player, making things inconvenient. For example, the only place I can check my actual cash is the item-selling shop; there is no such information in inventory, and the board where I can purchase shops and hire people always shows 0 money for some reason.
As for the gameplay itself, the premise could be interesting but I've found the game to be pretty monotonous, especially after I defeated the scythe monster. There is a good feeling of progression when I start with nothing and gather the equipment, I give you that. However, once I gather the equipment the monsters-slaying portion becomes tedious. The business empire aspect felt pretty unsatisfying, too; I dunno, maybe having the employers physically appear around the stall/shops could add some feeling of progression to it?
I won't really comment on audiovisuals because they're from RPG Maker assets.
Overall, there is a lot of room for improvement in this game, especially when it comes to better feedback to the player, avoiding the monster-slaying-junk-selling monotony and having some more visible progression of business empire. I guess the project's scope ended up too big for the Jam...? ^^'