King's taxes by angry-cyboot
The Kingdom needs more and more taxes to function but you can't bleed the people dry or they might rebel. Chose wisely and see the kingdom prosper, or else... Go for a tour of the kingdom from the capital (Northernmost city), and chose your paths to come back without starving on the way.
You can move by selecting a zone that is immediately connected to your position.
Accessible roads have their cost visible (supply cost).
You can only travel anticlockwise, so no turning back to tax double or if things go wrong!
You can change taxation levels by clicking the icons above taxable nodes.
Post ld updates includes some light bug fixes plus 3 things that seems necessary to test the game :
- highlight of the roads
- a banner on the caravan to make it's position more obvious
- the automatic restart of the game after a game over
that's it you can check on our github linked bellow
| Git hub | https://github.com/squirrelsoftcompany/LD58 |
| Original URL | https://ldjam.com/events/ludum-dare/58/kings-taxes |
Ratings
| Overall | 768th | 2.533⭐ | 17🧑⚖️ |
| Fun | 747th | 2.467⭐ | 17🧑⚖️ |
| Innovation | 599th | 2.867⭐ | 17🧑⚖️ |
| Theme | 533th | 3.433⭐ | 17🧑⚖️ |
| Graphics | 704th | 2.3⭐ | 17🧑⚖️ |
| Audio | 465th | 2.733⭐ | 17🧑⚖️ |
| Humor | 565th | 2.533⭐ | 17🧑⚖️ |
| Mood | 753th | 2.533⭐ | 17🧑⚖️ |
| Given | 29🗳️ | 1🗨️ |
Anyway on the first turn you only have two options which are the two roads to the left of the capital, click on the crossroads to select them
Well done!
yeah that's also not obvious ... oopsy
you can click on the icons above the taxable nodes to change taxation levels
Yes that wasn't obvious at all, I had fully read the tutorial and didn't understood it.
The road costs are confusing and hard to plan. It's hard to know what's a "lot" of taxes, or just fine taxes.