Quest for the West by tigerj

Howdy Partner'
Quest for the west is a unique fictional narrative adventure!
Travel across the countryside encountering tales of adventure, excitement and frogs.
During your travels you will decide your route using the mouse and clicking the circular points of interest along the map
Once engaged in an encounter enjoy the story and decide how it will progress
each decision has a pool of resolutions, each event is part of a larger generated list that is aggregated at run time
It (shouldn't ever) be the same game twice!
There is 3,790 words of short fiction in the compo build
Quest for the West is my 5th ludum dare entry and second compo. It is open source and available for viewing here: https://github.com/TigerJ/LudumDare-43
if you run into any typo's or bugs please post them in the comments. Most of the game was developed on twitch, I stream regularly and would love to have some company. Give me a follow here: https://www.twitch.tv/tiger_j I giveaway development resources regularly and I would love to stream your jam game.
There will be a detailed post mortem soon about all the tools and how the game was made. If you have any specific questions please give me a comment and I will answer you promptly.
Ratings
| Overall | 286th | 3.324⭐ | 36🧑⚖️ |
| Fun | 345th | 2.985⭐ | 36🧑⚖️ |
| Innovation | 283th | 3.103⭐ | 36🧑⚖️ |
| Theme | 311th | 3.288⭐ | 35🧑⚖️ |
| Graphics | 164th | 3.6⭐ | 37🧑⚖️ |
| Audio | 134th | 3.368⭐ | 36🧑⚖️ |
| Humor | 44th | 3.712⭐ | 35🧑⚖️ |
| Mood | 115th | 3.547⭐ | 34🧑⚖️ |
| Given | 29🗳️ | 42🗨️ |
* Resolution box got messed up, couldn't pick a resolution
* It was really hard to read the text
* had spots were I couldn't click on a path option
* lots of random rendering artifacts in rendering.
* Stories were interesting.

@numeralien 2/3 or so it's bad. I underestimated the time it would take me to write all the stories and multiple options and multiple resolutions to each option. This ties into @tylerstraub 's feeling as well. The idea was to weight the RNG on a curve for the responses and options so sacrifices would alter what choices could be made and what random related results would return. The code was in place to handle it, but the creative mind to write all the dialogue/narrative trees ran dry. I grossly underestimated and until today underappreciated writers for short video game narratives/dialogue trees. When I looked at the clock and the first story took me about 1.5 hours to pen I knew I was in some trouble.
@monkeedude1212 what's funny is before I put borders around them I never tried to click them, and then when I was overstretched for time on the final hours I even started trying to click them.
I didn't have any issues that weren't already said above, but I now hate frogs :/
* "it's a site you have never seen" -> "sight"
* "click anwhere to continue" (on every event)
* "faster than you can blink it's ropelike tongue" -> "faster than you can blink**, its** rope**-**like tongue"
* "is any ranging beasts" -> "are any ranging beasts"
* "each other! half of them..." -> "each other! **H**alf of them"
* "the ones that do not return empty handed." -> "the ones that do return empty handed"
In "Have Frogs Will Travel", it said I lost my gatherers, but I gained some instead. Also, that event came up twice in quick succession, well, free gatherers, I guess!
I have difficultly reading the font. Green background flickers as the world scrolls. Other than that, I really like the art style, quite a bit of variety there.
The writing sometimes made me giggle, so that's good =).
I made it to the end, score of 664.
Probably due to resolution, at the end, I see "ANKS for the play" off in the sea...
Music never got annoying, so that's great =)
Props to you for getting so much writing in, especially considering there are so many outcomes. Nicely done!
I think it needs a way to lose, maybe some "obviously bad" choices that guarantee losing large numbers of people.
Here's my play: https://www.twitch.tv/videos/344727890?t=01h03m
Our team has run into your problem of creative well drying up before, but instead of writer's block, we had puzzle game level design blocks so I know how tough that can be to squeeze out those final lines of inspiration. Nonetheless I thought the writing was pretty solid and I enjoyed seeing my posse meet its misfortunes in so many ways.
Someone here mentioned it being pretty reignsy. I think the first playthrough certainly feels like you don't have too much control over your caravan and it's hard to pick up on any gameplay patterns if there are there. As a thought experiment have you considered how the game would play if it was more like Reigns where you could see the results of your actions before you make them? It would certainly give more power to the players in determining their fate, but it's a big design change and you'd have to make sure there was a lot of balancing involved. You'd really have to find an interesting way to push and pull on all your resources to make the player feel like they were making big sacrifices.
That's just a suggestion on where the game could go in the future. With that said I'm just overall impressed with the breadth of the game and look forward to seeing your post-mortem of the game. I think there's such a nice core game built here that you can take it into some really cool directions.
@spacemonkey thanks for the play!! I'll continue to work on my music!
@justinmullin Thanks! I am elated that you had a good time. The frogs was a limitation from another game jam running at the same time which had a western theme and a requirement that you put frogs in your game. It brought out a lot of creativity due to the odd mashup. I feel entering the mini jam pushed me over a creative hill I was climbing. There is a bug somewhere in one of the calls but the code was rushed and is so messy I might not find it for a while :)
@dbongames I have to get better and scoping and give myself time to proof read. I was so burned out in the end I had time to play through a few sessions but I didn't even wanna look at the game at that point. Ah the joy of crunching.
