Hero, Monster, Boss

Overall★★★★★★★★★★2.75
Fun★★★★★★★★★★2.67
Innovation★★★★★★★★★★3.00
Theme★★★★★★★★★★3.17
Graphics★★★★★★★★★★2.42
Audio★★★★★★★★★★2.92
Humor★★★★★★★★★★2.50
Community★★★★★★★★★★2.63
Coolness★★★★★★★★★★5%
Made in Construct.

A variation on Paper, Rock, Scissors that puts you in the shoes of an arms dealer. Set in a magical realm torn apart by a war that you perpetuate.

Distribute your resources to three parties: a hero, a monster, and a dungeon boss. Keep them alive long enough to build up your savings account, so you can retire in style.

screenshot

Comments6

thristhart
thristhart2 May 2011, 17:26
Innovation: Not entirely unique, what with being a shopkeeper game. The gameplay was a unique idea though - don't think I've seen anything like it before!

Fun: There was a sort of puzzle-esque fun to it, feeding that "a-ha!" moment when you realize how to profit without killing your clients.

Theme: Fits it pretty well, except it's more like "buy this" than "take this".

Graphics: Not exactly beautiful, but they get the point across in a functional and easy to figure out manner.

Audio: Kinda the same as the graphics. I wouldn't listen to it in my spare time, but it acted as a good background to the game.

Humor: Some asides in the item descriptions. Smile-worthy.

Overall: Solid, short, fun. Good gameplay concept, executed without bugs and in a presentable manner.

Community: Posted about your ideas, posted screenshots, have a demo. Food shots and/or gameplay video would have brought it to a 5.
TellusE4 May 2011, 11:29
I liked how the theme played into the game. "buy this" versus "take this" isn't really an issue to me. The spirit is maintained, imo :)

I very quickly just hit a single pattern of selling (sword, bottle, heart) - would I earn more by varying the sold items instead of just persistently keeping the clients alive?

I think your game is a very solid LD entry at any rate - if you wanted to expand the concept, however, I'd suggest a variation of items, perhaps forcing you to keep stock of items (follow the trend, introduce new or higher-level items to maintain profitability, have enough variety to satisfy player NPC's that "level-up" how they choose).
oldsatchmoauthor4 May 2011, 19:59
Thanks for the comments!

Yeah, there were a couple of patterns you could just repeat until you had enough for retirement. I'm sure there are all sorts of ways I could mix up the gameplay to make it more challenging as you go.

Anyway, thanks for checking it out.
Dark Acre Jack6 May 2011, 06:47
Ah, my favorite sub-theme, capitalism.

Nicely executed, fun take on the main LD theme and quick to play.
mwest
mwest14 May 2011, 22:24
Nice entry, well done on an interesting take on the shopkeeper idea!

A bit too easy once I figured out the patterns so could use some variation, but good given the time frame...
Nyaa
Nyaa22 May 2011, 12:40
LOVED THIS GAME. SO, SO MUCH.
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