Defying Fate by Psevdonim

| itch.io | https://psevd0nim.itch.io/defying-fate |
| Original URL | https://ldjam.com/events/ludum-dare/59/defying-fate |
Ratings
| Overall | 838th | 2.469⭐ | 34🧑⚖️ |
| Fun | 839th | 2.109⭐ | 34🧑⚖️ |
| Innovation | 834th | 2.25⭐ | 34🧑⚖️ |
| Theme | 814th | 2.313⭐ | 34🧑⚖️ |
| Graphics | 761th | 2.531⭐ | 34🧑⚖️ |
| Audio | 546th | 2.594⭐ | 34🧑⚖️ |
| Humor | 576th | 2.355⭐ | 33🧑⚖️ |
| Mood | 808th | 2.531⭐ | 34🧑⚖️ |
| Given | 33🗳️ | 45🗨️ |
I think the description really nice to read, but gameplay wise I was just clicking icon after icon and never really had to actively decide. I think that could be a point were the game could be improved
I think the background is made with AI? That makes rating graphics a bit weird.
I think a progression system (something to spend the money I am earning on) and stats on the knights would help (like some are better at conflict resolution while others being better at investigation
some of the events lead to a relationship penalty but from the text I couldn't figure out how I could have known that in advance
But I did play it twice
Would love to replay again if so.
Interesting idea. Perhaps if we add specializations to knights and classify citizen requests by type (blacksmiths, farmers, carpenters), the game would take on a whole new flavor and become 1000 times more interesting.
I loved the idea; it's great that you've done such a great job!
It's okay, it happens. The project is very far from its planned stage, and I agree that at this stage, there may be some difficulties with the gameplay experience. Thanks for the feedback!
1. The missions themselves that appear on the map can be interpreted as signals.
2. Throughout the game, some contracts signal an impending "disaster", but right now this is poorly understood and poorly implemented.
3. The current ending of the game, with the appearance of numerous monster signals (the disaster), is also the main event in the game jam theme.
Unfortunately, I didn't have time to implement all of this properly, so you may have that impression. Thanks for the feedback!
It should have been better in many ways, but I didn't have the resources to do so. Thanks for the feedback!
I'm glad you noticed the ending; it's a mandatory step I had to show. Unfortunately, most players won't have any trouble clicking through all the missions without thinking about anything, but if I'd managed to implement everything the way I wanted, it definitely wouldn't have been so easy. Thanks for the feedback!
I agree that the mechanics currently don't evoke too much emotion and are quite mediocre, but if it were implemented properly, I think you might even like it)) Thanks for the feedback!
Regarding AI graphics, I also agree with your concerns. I'm not a big fan of AI myself, and my plan was to use an AI image for visual reference and then redo it as best I could in Aseprite (I'm not an artist; I draw like a child, if not worse xD). But I didn't have the time, and I couldn't bring myself to abandon the project without a decent background, even if it was AI. I spent a certain amount of time getting an image I was more or less happy with; I didn't just grab the first image I came across. I worked on my own; I don't have a team or artists, so this is what we have. Thanks for the feedback!
That's right, the party management mechanics needed to be deeper, and not just that, but a lot of other things in this project. Thanks for paying attention to the ending xD
Thanks for the feedback!
Although, to be honest, my main references were the This is Police series and the relatively recent Dispatch, which further popularized this type of gameplay.
That's right, I wanted to implement a mechanic for purchasing knights, but I didn't have time. I also wanted to implement different stats for knights, so that different knights would perform better or worse in different situations, but I simply didn't have time.
Regarding failed missions, right now you really can't predict this, but the idea was that there was a chance to complete missions based on stats, and some missions are basically impossible, even if you send the best of the best, and they're supposed to herald an approaching "disaster". But right now it's very difficult to understand, so it's not surprising you're confused. And also special thanks for playing my game twice xD Thanks for the feedback!
Thanks for seeing something promising. Regarding the knights, it's true; they were supposed to have stats, but they didn't get them xD Thanks for the feedback!
Thanks for the feedback!
Thanks for the feedback!
Interesting, I'll have to take a look sometime. Thanks for the info :)
It could be expanded a bit so yours decisions whether to send knights were more meaningful. Like some quests are fake, more unit types other than knights like ones are good for peaceful tasks, ones are instant, some good in fight, etc.