Trashure King Legend by JustusPan

[raw]
made by JustusPan for Ludum Dare 58 (JAM)

cover.png ==EN==========================================================​​

Game Title

Trashure King Legend

Language Settings

In the main menu, you can set the language to Chinese, English, or Japanese.

Description

This is a pure text-based narrative adventure game. The story is set in a fictional medieval low-fantasy world. You will play as a down-and-out mercenary, earning coins by collecting trash. Train yourself, hire mercenaries, complete various tasks, and discover and complete the main storyline. Write your legend from picking up trash to becoming renowned!

Controls

Click buttons with the mouse to perform various actions.

Credits

Music: Suno

==中文=========================================================

游戏名

《勒瑟王传说》

语言设置

在主界面可以设置中文,英语或者日语。

简介

这是一款纯文本文字叙事冒险游戏。故事背景发生在架空的中世纪奇幻低魔世界。

你将扮演一个落魄的雇佣兵,通过捡垃圾的方式赚取金币。

训练自己,雇佣军团,完成各种任务,发现并完成主线故事。

从捡垃圾到名震一方,书写你的传奇!

操作

鼠标点击按钮执行各种行动

Credits

音乐:Suno

==日本語​========================================================​

ゲーム名

トラシュア王伝説

言語設定

メイン画面で中国語、英語、日本語を設定できます。

概要

これは純粋なテキストベースの物語冒険ゲームです。物語の背景は架空の中世ファンタジー低魔法世界に設定されています。

あなたは落ちぶれた傭兵を演じ、ゴミを拾うことでコインを稼ぎます。

自分を鍛え、軍団を雇い、様々な任務を遂行し、メインストーリーを発見して完了させましょう。

ゴミ拾いから名を馳せるまで、あなたの伝説を綴りましょう!

操作

マウスでボタンをクリックして様々な行動を実行します。

クレジット

音楽:Suno

Ratings

Overall 322th 3.607⭐ 30🧑‍⚖️
Fun 221th 3.63⭐ 29🧑‍⚖️
Innovation 411th 3.222⭐ 29🧑‍⚖️
Theme 412th 3.648⭐ 29🧑‍⚖️
Graphics 701th 2.354⭐ 26🧑‍⚖️
Humor 377th 3.04⭐ 27🧑‍⚖️
Mood 583th 3.231⭐ 28🧑‍⚖️
Given 23🗳️ 32🗨️

Feedback

Astrallo_12
Oct 06th · 20:41 UTC
刷刷刷!!!!
breadstick
Oct 07th · 06:22 UTC
I sure do enjoy eating fresh garbage straight out of the can :)

An interesting system you've built here!
blatalzar
Oct 07th · 06:49 UTC
I made a mistake by hiring a mercenary too early! But it's a fun game! Looooots of clicking ^^
Martynas Dargis
Oct 07th · 07:54 UTC
Loved sifting through trash like the garbage warrior that I am!

Awesome game overall - it's surprisingly addictive (played it for way longer than I thought). The first time I saw the main screen it was a bit intimidating, but I soon got the hang of it. I think some visual art could go a long way to sell the story of trash warrior and make the game more immersive - garbage just feels like a number now, I would love to see a visual of me sorting through it, for example.

One thing UX related though - when quickly clicking through the "collect garbage" action I always miss the dialogs that tell me I found a kit. Also after training collection, the "collect garbage" explanation text still says +1 trash.
JiPark
Oct 07th · 11:12 UTC
I don't know Chinese, but 你们真酷!
Pfannkuchen
Oct 07th · 12:11 UTC
WHY IS IT SO FUN????? I couldn't stop playing, it felt like the best antistress ever and I loved the medieval quest vibe. It took a bit of time to figure out all the options, but in the end, it felt reeeeeally nice. Maybe it would be nice to also add a button further in the game to sell a few dozens of trash, because constant clicking might get annoying. It could be my skill issue though
OttoBroccoli
Oct 07th · 15:22 UTC
Very good, I didn't think I'd be hooked on the clicker mechanics, but it turned out to be really interesting! Good job!
bwalter
Oct 07th · 22:14 UTC
a very clean ui!
poboy
Oct 08th · 04:14 UTC
I beat it! Really captures what it's like to collect mountains of trash, and sell them only to feast indefinitely because you don't want the day to end because you have a full staff of 100 soldiers who you only begrugingly pay.

(I pulled out the autoclicker immediately)
Foursay
Oct 08th · 04:51 UTC
This was an impressively long grind! Once I realized I could eat infinitely like more than 20 times a day, I became unstoppable with 8000+ trash to do whatever I wanted at day 12. Now its all about the more story and... more clicking. I hope success rate does not max out at x% tho 'cause thats frustrated to see my merc dead and failed the quest at 85% success rate
I probably should’ve used an autoclicker tho, pretty sure I broke my mouse (not your fault). Nice entry!
wo_ri_gou_le
Oct 08th · 06:55 UTC
转生之觉醒捡垃圾系统让电表倒转

又看了眼英语名才看懂中文名,什么鬼双关冷笑话笑死了
Vadim Lyanka
Oct 08th · 12:07 UTC
Cool visual aspect of the game, nice work
Discon
Oct 08th · 19:36 UTC
Good gameplay and meaning, plus nice music
LDJam user 260720
Oct 08th · 21:03 UTC
Cool clicker mechanics! I think there's an issue with the music, it stopped for me at some point, still nice job!
Eugenik
Oct 09th · 00:32 UTC
Really nice looking game and fun to play!.
🎤 JustusPan
Oct 09th · 11:16 UTC
@astrallo-12 很高兴你能刷的愉快!
🎤 JustusPan
Oct 09th · 11:18 UTC
@breadstick Yes, the Trashure King never complains, just quietly eats everything he can to survive.
🎤 JustusPan
Oct 09th · 11:19 UTC
@blatalzar This might be some of my numerical design mistakes. In principle, I hope to always feel the pressure of "maintaining military expenses." With pressure, players are motivated to hustle around to earn military expenses.
🎤 JustusPan
Oct 09th · 11:23 UTC
@martynas-dargis Thank you for your feedback! This should be a bug. However, at the time, I was too lazy to change this static prompt to a dynamic display. Additionally, I completely agree with your opinion that the most important trash-picking system in this work should be more satisfying to some extent. Perhaps just adding a small animation of trash erupting could make a big difference. But at the time, all I could think was, "Just get it done! No need to consider any art issues this time."
🎤 JustusPan
Oct 09th · 11:23 UTC
@jipark Thank you for playing!
🎤 JustusPan
Oct 09th · 11:26 UTC
@pfannkuchen You're right, there should be a way to quickly process trash later on. However, my idea is that it could also be part of the "construction goals." Players can process trash faster or convert it into money more quickly after unlocking certain facilities. Currently, this mode seems to show a feeling of "although trash is valuable, it's still hard work to turn it into money," and I'm quite satisfied with this feeling. After all, the Trashure King is all about doing the dirty and tiring work.
🎤 JustusPan
Oct 09th · 11:28 UTC
@bwalter @wo-ri-gou-le @vadim-lyanka @discon @eugenik Thank you for your comments! I'm glad you like it.
🎤 JustusPan
Oct 09th · 11:31 UTC
@ottobroccoli I'm not a big fan of clicker games. But occasionally, I find this approach quite nice. So I basically designed these clicker mechanics based on my own understanding. They might be different from "traditional and typical" clicker games, but fortunately, they ended up working quite well. Thank you for playing!
🎤 JustusPan
Oct 09th · 11:32 UTC
@poboy As the legion commander, he tirelessly collects trash day and night to earn money for the livelihood of the entire army, without his subordinates knowing. This is exactly what I wanted to portray! I'm glad it came through.
🎤 JustusPan
Oct 09th · 11:35 UTC
@foursay Thank you for your feedback. You have almost raised the ultimate issue that troubles me about this game: "Is a mandatory highest mission success rate necessary?" I have wavered on this issue several times. Ultimately, I compromised to the current state. I always hope to create some "perilous" missions, where the danger doesn't easily diminish just because your army is stronger. However, as you can see, this has led to many negative gameplay experiences. I will continue to think about this issue. Thanks again.
🎤 JustusPan
Oct 09th · 11:36 UTC
@lastuck Thank you for the feedback! It was indeed my oversight! I played the game in many sessions, so I didn't realize the music had stopped!
LDJam user 416722
Oct 09th · 12:10 UTC
Liked the feeling of progression! And the whole concept reminds me of a another good game, "A Dark Room"
ping78
Oct 12th · 19:04 UTC
A perfect racoon simulator.
AldenWitt
Oct 12th · 23:05 UTC
Yeah, this is fun. I played until I beat it, and clicked some buttons a lot.
Some notes:
Shame that the music ends. Having a continuous background score (maybe even some variety for quests and things) would do a lot to enhance the mood.
Too much clicking. Usually with a game like this you get to the point where your original means of gathering resources get eclipsed by new ones (which feels satisfying). I didn't enjoy clicking hundreds of times - you needed a bulk sell unlock, or some sort of automated system.
That said, you've got the framework for a great game here. Just needs some balancing and tweaking. Great job putting this together; I thoroughly enjoyed it.
🎤 JustusPan
Oct 13th · 04:06 UTC
@dnk Thank you for playing and providing feedback. This is the first time I've heard of A Dark Room, and a few days ago, I spent some time beating it. There are some aspects worth learning from, and I really appreciate you mentioning this game.
🎤 JustusPan
Oct 13th · 04:06 UTC
@ping78 Thanks for your playing and comments!
🎤 JustusPan
Oct 13th · 04:09 UTC
@aldenwitt Thank you for your detailed feedback! The management and handling of trash itself indeed deserve more unlockable designs. Your suggestions are excellent! Also, I apologize for the bug with the BGM. In fact, I noticed the BGM looping issue before submission and made some simple setting adjustments (I thought I had fixed it). Thank you for pointing out these issues!
xpoho
Oct 21st · 16:10 UTC
![изображение_2025-10-21_231013808.png](///raw/d14/a3/z/6f857.png)

Nice story game! ^_^
FireSlash
Oct 22nd · 07:54 UTC
A surprising amount of depth here. Love the scaling/clicker mechanics, and it's a fresh take on the theme I've not seen yet.

Some of the text on the quest section gets cut off, but it doesn't hinder gameplay. Might be a display scaling thing? I'm on 1.5x display scale, some web apps don't like that.

Nice work!