No Matter the Cost by Jaco van Hemert

Deliver the Artifact no matter the cost
Join the prince of Ardel as he carries the Artifact to bring it to Yrlogos, the Mystic Knight. Do so before the next full moon, to help the hero defeat the dark lord before time runs out.

Description
No Matter the Cost is a narrative, adventure traveling game where you play as the prince of Ardel that carries an Artifact, and he must travel far across the lands to deliver it to the hero Yrlogos. To do this, you must manage your resources, in the form of followers of different types, each one useful in certain situations. Make decisions when faced with problems, to help traverse the world, but take care to manage your supplies and keep track of your time, because if it runs out, the dark lord wins.
Info
You play the game by facing dozens of events as you travel across the map, and at every location you must make decisions that has costs attached to them. These costs might be followers (Soldiers, Scholars or Scouts) or Supply, and often takes Time to complete. Manage all of these resources, while making the right decisions to save the kingdom, before time runs out.
Controls
The game is played using a mouse.
| Itch Io | https://jaco-van-hemert.itch.io/no-matter-the-cost |
| Original URL | https://ldjam.com/events/ludum-dare/53/no-matter-the-cost |
Ratings
| Overall | 569th | 3.596⭐ | 28🧑⚖️ |
| Fun | 741th | 3.269⭐ | 28🧑⚖️ |
| Innovation | 859th | 3.038⭐ | 28🧑⚖️ |
| Theme | 633th | 3.885⭐ | 28🧑⚖️ |
| Graphics | 732th | 3.462⭐ | 28🧑⚖️ |
| Audio | 402th | 3.5⭐ | 28🧑⚖️ |
| Mood | 319th | 3.827⭐ | 28🧑⚖️ |
| Given | 29🗳️ | 44🗨️ |
The writing is nice, as is the illustration art. The story drew me in and kept my interest. I failed my quest and felt the weight of that. I ran out of supplies.
I think the decisions would feel more impactful if there wasn't a possibility of backing out after you chose one of the options. And it would be nice if you would not see actual numbers in the cost but maybe only + or -. When you see all the cost and additionally can back up, players can just make decisions based purely on numbers, ignoring the story they could tell.
The story was nice, and had a good cadence to it. I enjoyed being able to open the map often. It helped me while I was making my choices and trying to predict how much time I had left, or how many resources I could spare. Having hidden costs would definitely increase the storytelling, but I had a very good time nonetheless.
Very nice work!
Nicely polished, art and writing are great, music gets a bit repetitive but is passable!
It would be great if your current position (and your destination) was marked on the map. I just had a vague feeling that i had to head east, but didn't have a clear idea of how close i was to the goal.
Was not initially clear what exactly the icons next to the choices mean. Would it cost those resources? or was it an opportunity to gain them? or both? (it's both, right?)
I think I hit some bugs where a decision would do nothing, and I would be frozen at that place (specifically, heading for the wise men in the promenade, and choosing between the left/right fork in the darkling passage)
I think the resources were balanced nicely, I started running out of certain things towards the end, and the last few clicks were a bit tense, I wasn't sure if I was going to make it. SPOILER AHEAD the option to refuel at the elf kingdom felt like it came just in time, which added nicely to the immersion.
Great interpretation of the theme, well done.
Very nice art and writing!
As some others mentioned, if we could see our position on the map or even the route that was taken it would help orientate us a little better. It would be cool to show at the end some statistics like number of people lost and gained, resources used etc.
@nsadie Map-wise, I liked the idea of it feeling like those fantasy novels with a map in the front, where you follow the journey by finding the landmarks on the map. But I also really like the idea of showing the route you've taken so far. As far the end statistics, that was something I very vaguely considered at some point before being inundated with too many things to do before the end. There's a bit of niggles with it, in that each event would need to have its own counter, since sometimes you just send people home or leave them behind, so it wouldn't necessarily be part of a "cost" was paid for winning. But I like the idea; maybe even showing your journey on the map after you're done, with your gains and losses on the way. That would have been cool!
Thanks for playing and for the feedback!