The Adventurer Guild by DeathStorm

[raw]
made by DeathStorm for Ludum Dare 48 (JAM)

Logo.png

In “The Adventurer Guild” your job, as Guild Leader, is to hire and manage Heroes and finally send them deeper and deeper into one of three different Dungeons.

Try to beat the Boss of every dungeon, who waits after Floor 10 for your heroes, to gain the most wanted boss artifact from them.

Use the different artifacts, you will find in your dungeon crawls, to place them onto your ritual circle and gain different buffs. Each artifacttype reacts different to it’s neighbours, so try out as many combinations as possible. You also can merge same artifacts to combine theiry power.

--You can Cheat here--

Deeper and deeper in the dungeons your heroes will come back, if they come back, with gold and different artifacts for you to use. That means, keep always an eye on the health and power of your heroes, as well as the level of the dungeon they are visiting.

Even if the heroes the blood and heart of your guild, they are replaceable as long as you have some money left. So manage your gold well and keep always some in your backhand for bad days.

Controls:

Mouse - Click on the Elements to activate

ESC - Pause / UnPause the Game

Tutorial:

You should start with search and hire some heroes in the Tavern. After that you can start your first Expedition (Bottom Right) and choose the Heroes you want to send to one of the three dungeons. We recommend the Dark Forest, because it’s the easiest one. The Difficulty of the Dungeons are defined by Easy, Medium and Hard and the Level of the dungeon as well. After you sent your first Expedition, you can watch them walk and as soon as they arrived the dungeon, they will start to fight. After the fight, they will get your attention with a small question mark and you can decide to keep them in the dungeon to continue the fight and gather more loot or to call them back to you city and get the loot they collected so far. The final loot will only be revealed to you when your group came back to your City. If they die, all of the collected loot is gone. At least you don’t know exactly what you lost. ;)

After some expeditions you can place an artifact on your stonecircle to grant some expedition buffs to your heroes and improve the buildings for more advantages and better heroes and stats. Especially in the beginning, selling artifacts can be a good choice and keep an eye on the health of your heroes, because money is short in the beginning.

Last Tip: Sometimes it’s good to grant the dungeons some time to rest and reset. That makes it easier for your heroes to loot the lower levels again. Even if the amount is lower, the chance of success is higher.

Hero Description.png

Disclaimer:

  • ~~WebGL Version seems to be still buggy, we recommend to use the normal download versions!~~
  • MAC and LINUX version are not tested
  • This game is beatable and can be played through
  • Many, nearly all, of the Icons are not by us. You will recognize them

Known Issues:

  • Game is pretty long
  • Game has a weird break even point where the game gets pretty easy.

Team: - Christian - Twitter: https://twitter.com/key_user

  • Christian
    • Twitter: https://twitter.com/DeathStorm1987
    • Twitch: https://www.twitch.tv/deathstorm_de/
    • I would like to stream your Games, just enter it in this Form: https://forms.gle/a5SnURjx2R3pZNjZ8

Other Credits:

- Font: Booter

We cant wait for your response and feedback! Thank you so much!

Screenshots:

Screenshot<em>01.pngScreenshot</em>02.pngScreenshot<em>03.pngScreenshot</em>04.pngScreenshot<em>05.pngScreenshot</em>06.pngScreenshot<em>07.pngScreenshot</em>08.pngScreenshot_10.png

Ratings

Overall 1148th 3.382⭐ 36🧑‍⚖️
Fun 1051th 3.25⭐ 36🧑‍⚖️
Innovation 1157th 3.044⭐ 36🧑‍⚖️
Theme 1063th 3.529⭐ 36🧑‍⚖️
Graphics 1536th 2.971⭐ 36🧑‍⚖️
Humor 986th 2.565⭐ 33🧑‍⚖️
Mood 1463th 3.045⭐ 35🧑‍⚖️
Given 39🗳️ 52🗨️

Feedback

Ambear
27. Apr 2021 · 16:45 UTC
I like it a lot
But if something will be wrong, you must restart game, cos there is no way to comeback haha
And I would improve graphics, like changing a red color to green in lobby, cos red is making eyes tired haha
Btw game is great, Id like to make something similar
Thanks for work
arista
27. Apr 2021 · 17:36 UTC
The game is very chill. Reminds me of clicker games. It really drags you in it. Balance is a bit off however: the game is indeed super hard at the beginning. Awesome idea otherwise :)
Frank Gevaerts
27. Apr 2021 · 21:16 UTC
A perfect background game :) I managed to make my way to the end, although once I managed to get through the first dungeon everything else was pretty easy. Well done!
If there's one thing I'd suggest (apart from balance) it would be item sorting to make item management a bit less clunky
🎤 DeathStorm
29. Apr 2021 · 18:01 UTC
Thank you so much for all your Feedback so far. Unfortunately the Balancing was something we missed in the end and I agree that some QoL Features would fit pretty handy in the game.

But overall thank you so much for your nice feedback and the time you spent playing.
THANKS
@arista @ambear @frank-gevaerts
commanderstitch
01. May 2021 · 04:31 UTC
![2021-05-01 00_29_16-LD48_DeeperAndDeeper.png](///raw/b24/z/41de8.png) I was victorious. Took a long time to get to the point that you mentioned, but i made it. I think the hardest thing for me was i was unsure how risky it was to go onto the next battle and how likely it was for my very young men to be deleted. Also, waiting for the dungeon to go back down to a safer level was tedious. :-) Neat things were the upgrade system, the loots. :-)
🎤 DeathStorm
03. May 2021 · 18:12 UTC
@commanderstitch Awesome mate, thanks for playing and even complete the game. I really appreciate it.

The Risk Reward thing and the waiting / Gameplay element for reducing DungeonLevel are more or less worked as design. So really nice.

Thanks again for your feedback.
eeperdeheap
04. May 2021 · 20:29 UTC
Nice concept of a managementy like RPG. It felt a bit too slow at the start, simply because you have to wait for the next fight and hope you don't die. Felt a bit too random. Died a couple of times due to total party kill, but had fun nevertheless. Upgrading the heroes and artifacts is a nice touch. Maybe after a fight, there could be a message saying what to improve next, like "ZergZerg took a lot of damage, maybe he should improve his Defense".
dans17
04. May 2021 · 21:13 UTC
This was an interesting concept, it gave me Darkest Dungeon vibes but with more management. It would be nice if the game was explained a little better in the game itself, rather than just the tutorial text on the game page. For example, I couldn't tell that the Expedition text was a button until I read that it was on the game page. Deciding whether or not to continue an expedition kind of felt like gambling, which was fun, but I wish there was more information given so that there would be more strategy involved. Given that you restore food and party health over time, I think maybe the difficulty could increase over time as well, which would make it more exciting and force the player to be more efficient with their choices (this would also probably fix the issue you have with the game eventually getting too easy).
AdonisDevs
04. May 2021 · 21:47 UTC
This is very neat, and pretty fun to play! I think the game was somewhat held back by the wait times (which were completely unnecessary in my opinion). I never got the the easy part of the game that you mentioned, but I did begin to have a lot of fun when I managed to send out multiple expeditions - even if it didn't work out in my favor. As such, my experience was incredibly difficult and the insta-kill and perma-death of the characters made the game devastatingly difficult. I understand that the game is designed to create decisions of risk and reward, but oftentimes the risk is so bad that it prevents any progress. Nonetheless, I did thoroughly enjoy my time playing, and may come back in the future to beat it :D
tigerfinch
04. May 2021 · 23:36 UTC
Ended up playing this longer than expected - fun little game. Building towards sending multiple waves felt really satisfying
INCD021
05. May 2021 · 05:18 UTC
I found it hard to figure out if I should stay on expeditions or not, I didn't feel like I knew if they were doing good or bad. I did find myself enjoying playing when I started figuring out how to play :slight_smile:

If you activated "Run In Background" on the player setting, I could do other work while waiting on the expeditions.

Very nice game :thumbsup:
DevNoob
05. May 2021 · 08:14 UTC
A game with great potential. I started off buying a wizard and had 85 coins. I let it fight a bit expecting some money to buy more stuff, but only got 15 coins XD. Then I trained the wizard and was left with 0 coins. After that it was pretty slow. Like I said, if this could be a bit more balanced out like those idle games, it has incredible potential. Decent graphics, they did the job! Keep it up! Good entry overall
PxlDev
05. May 2021 · 09:19 UTC
Really interesting game.
Lisichka
05. May 2021 · 11:39 UTC
in general, the project is very cool, but I think it's worth doing in-game training. And so if you work hard on the project, you should get an interesting game.
Sublustris
06. May 2021 · 09:59 UTC
Reminds me an old quests in early 90s. You should keep working on it!
gamescodedogs
06. May 2021 · 10:52 UTC
Wish you luck with the game!
staircase27a
06. May 2021 · 21:46 UTC
Really interesting game. Could potentially do with being a little less slow. Would definitely be improved if time happened when game isn't focused.

Also, I definitely noticed the break even point. Might help if the improvement per level decreases for higher levels.
Chillen
07. May 2021 · 19:30 UTC
Definitely think this is a great start. I think a lot of great things have already been said. To hook in players, definitely giving some fast upfront progress to feel awesome rather than starting as such a grind. It also plays very idle, but I need to check in every couple of seconds to continue/leave the expedition, and if I alt+tab it pauses, so it can't really play like an idle game on a second monitor. Having a pawn representation of the characters to really feel like I'm sending people out, maybe having some comments made by them to add flavour, and some better feedback on how dangerous sending them forward is would be nice. Lots of great systems work for a jam, though!
Jajo
07. May 2021 · 22:35 UTC
Oh I really like this high-level view of adventuring! I feel like the rewards for a successful adventure were a bit low at the start, so the game can be slow to get going. But a lovely touch was being able to pick you adventurers names. Nice job!
Avi
08. May 2021 · 10:38 UTC
Neat! this was quite complex!
John Austin
08. May 2021 · 14:36 UTC
There are some fun elements from clicker games in here, and the idea is cool, but I disliked that people could die so easily (going from all at full health to 2 dead in one encounter), it was so difficult to improve your party in the early game, and dungeon progress was erased quickly which was kinda disheartening.
WAIBIWAIBI
09. May 2021 · 06:57 UTC
So interest,the game flow is so fun and complex
Elvendan
15. May 2021 · 23:45 UTC
I am honestly impressed by amount of content put here.
Great submission! I had fun leveling my party up, even though I couldn't get to finish the game.
I would like to see more of this kind of game :D
piscythe
16. May 2021 · 04:05 UTC
I bounced on this one. I really like the idea and some of the mechanics, but I have two main issues with it. First: all the waiting time is completely unnecessary and just made me bored. Second, the game gave me absolutely no indication for what any of the numbers actually meant. With no knowledge of the combat mechanics, I had no idea how to optimize anything or judge risks. I was just flying blind and praying the dice fell in my favor. I could click buttons to make my numbers go up, but I had no indication of why any of them mattered. I'd at least like to have more detailed combat results than "your characters took x damage".
NoNumbersGames
17. May 2021 · 18:55 UTC
So much content, so many mechanics! Very engaging, enjoyed it a lot.

However, early game felt quite slow - long wait times till expedition moved back and forth, also bit slow fights. Maybe would have felt better if the progress counter ticked up while fighting. Currently there is just a lot of time waiting with no visible progress indicator. It gets better in midgame where you have enough heroes to launch simultaneous expeditions, but then have to wait for healings (especially dungeons) to tick up. I guess I should have just went ahead and won the game already, but I wanted to continue playing.

Still wish there were less artificial delays, or at the very least that the game didn't pause while another screen is in focus so I could do other stuff while waiting.

Did not get any indication that different classes are needed so just assumed it was best to have all heroes of one class and just buff that. Would have been nice if there was more indication on how different stats affect combat, but that's a minor issue.

Overall game was very interesting, definitely would play more.