Unwanted Delivery by Lone_Wolf
About The Game
You are a young worker dwarf newly initiated into a rebellion started by some fellow workers.
Your mission is to deliver a magical scroll to your unwilling king. It will force them to be a wise and fair ruler.. or that's what the workers say. Is magic even real?
Creator's Note
I wish I had all 48 hours of the compo to make this, but due to work I only got 15, and despite my best efforts I still scoped it like a 48-hour game, so there is a lot of cut content (especially with the combat mechanics), and I wasn't able to do much story refining, so it's probably a bit rough and confusing
Code I didn't write from scratch:
- Settings.gd (61 loc) - framework for saving data across game restarts
- Audio.gd (63 loc) - framework for easily setting up/playing sounds and music
Screenshots
See the first reply in the comments below, or look at them on the itch.io page
Please rate the game in every category, even if that means giving 1 star
Ratings
| Overall | 331th | 3.079⭐ | 21🧑⚖️ |
| Fun | 241th | 3.237⭐ | 21🧑⚖️ |
| Innovation | 296th | 3.026⭐ | 21🧑⚖️ |
| Theme | 340th | 3.211⭐ | 21🧑⚖️ |
| Graphics | 391th | 2.237⭐ | 21🧑⚖️ |
| Audio | 265th | 2.868⭐ | 21🧑⚖️ |
| Humor | 117th | 3.316⭐ | 21🧑⚖️ |
| Mood | 276th | 3⭐ | 21🧑⚖️ |
| Given | 15🗳️ | 15🗨️ |

Good work
Wish there was more things to do other than roll dice, but I know you didn't have enough time to make more than this. Still, with what you had, you did a lot for a compo game.
I feel like the combat system could have been simpler in terms of math and that the player would have had more influence on it apart from accepting a good result or rerolling until they've run out of rerolls.
Overall I had a good time with this game, I liked reading the room descriptions and the combat system was engaging despite its simplicity. Good job on making this in 15 hours.
Replying to @mateusboga @xedur @jpbaraky and @zundou:
I'm very happy with the ending, I only wish I could have tweaked the story to fit it better, I didn't immediately think of it so it kind of wrenched things in a different direction.
I tell myself if I had about 4 more hours I would have had an inventory system with keys/upgrades/etc and puzzles you need to solve throughout the map, but I wanted the game to be done within this century so I skipped that :P
The combat system was inspired by old text adventures like Fighting Fantasy and Joe Dever's Lone Wolf (:wink:) but for a jam game I think things ended up being way to complex, especially since I had no skill level mechanics.
A version of this used for teaching math is probably a good idea, I've seen some games that do something similar, but not in a fantasy combat setting.
I wanted the dice rerolling to have a Blackjack kind of feel, but I think I fell a bit short there, it's been a while since I last played it :P
The theme was definitely rushed, as usual. I didn't want to miss my 10th consecutive LD, and I've got a pretty decent streak of compo games in too. Next time I might go for a jam game, and am going to aim for a good theme score.
The dice sound is sampled from my metal DnD dice, it feels really good to roll them IRL, the sound is :ok_hand:
Still, I liked what was there. I think this game actually felt a lot deeper to me than it ended up being -- the existence of the inventory system, plus the combat mechanics, plus everything else -- it gives the feeling of a complete game, where the reason I don't end up with stuff in my inventory is not because it wasn't implemented, but rather because I ended up winning so fast.
Moving around the map with the text-based descriptions was pretty fun, I think. The map gives a feeling of playing a board game, or something, while the text of course feels like a traditional text based game.
The combat is not too deep but it has some interesting strategy. In my first playthrough I had no need for the cheat button -- it seems like with careful rerolling it's not too hard to escape unscathed (my strategy was generally that I would immediately accept any green number, even if it is 0, because there's no penalty to taking a 0 -- e.g. it doesn't grant the enemy an extra turn or anything).
I did play through a second time to look in the rooms I had skipped by accident in my first playthrough (the treasury, plus the combat room next to the king). In this playthrough I did end up needing the cheat button, although I can't recall if this was due to bad strategy on my part.
For 15 hours work I think this is pretty incredible, honestly. It gives the feeling of a reasonably complete game just by having various menus that work, and there's quite a few different mechanics and systems to play with. Good job!