A Quest for Thyself
A Quest for Thyself
When playing the hero it's hard to know what exactly those whimsical quest givers are thinking - but now that mysterious being is you! It's now your turn to assign quests to heroes - some of them will help them get stronger, some of them will bring you closer together, and some.. are mystery.
Controls
- Press ESC to pause
- Use mouse to assign quests
- Hover over goals to see the details
Hints
- Level of trust with heroes is essential
- There is always going to be an influx of new heroes
- When heroes reach level 11, they leave the quest zone
- Some tasks may be done successfully but they weren't the exact right task to fulfill your nebulous goals, a little trial and error will help!
Credits
akita_engineer - Code + Game Design (all within 48hrs)
aconfuseddragon - Art + UI (all within 48hrs)
~
Music Credits:
- Ludum Dare 38 - Track Eight (Abstraction)
https://soundcloud.com/abstraction/ludum-dare-38-track-eight-game-loop-free-down...
Status | Released |
Platforms | HTML5 |
Rating | Rated 4.0 out of 5 stars (2 total ratings) |
Authors | akita_engineer, aconfuseddragon |
Genre | Strategy, Role Playing |
Made with | Unity |
Tags | 2D, Pixel Art |
Comments
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The structure of this worked well! Or, I feel like once you gain a sense of understanding, it feels good to apply it and complete all the goals. I got into a groove with knowing when to spend and save money, or when someone was in the right place for a certain level of quest.
I think this could be built out to something bigger, especially with added tension and release.
I liked this game a lot! It was simple but had a cool aesthetic, a nice bit of comedy, and it was interesting to puzzle out how to keep adventurers loyal and move towards the goals. Money proved to not be any issue. If this idea was expanded at all I'd like to see ways to become friends with adventurers, other uses for money, and maybe some ways of determining how adventurers will react to quests.
Thank you! We definitely had lots of neat ideas when first brainstorming but the time constraints of the jam forced us to really simplify the mechanics.