Travelling Tea Maker

This is the story of a tea maker, who has no name.
This is your story.
You inherited a tea wagon from your father and now it's your turn to travel across the land, harvesting herbs, making tea, meeting people and listening to their stories.
This is a story-rich widely branching adventure game with colorful characters. It is mostly text based, but has some illustrations.

Controls:
- Mouse - select options
Team:
- Leonid Dudakov (https://twitter.com/DetectiveLosos) - Text editing, Story, Art
- Annie Owl (https://twitter.com/owl_annie) - Story, Narrative design

If after playing the game you are wondering how this relates to harvest at all ~~we also do~~, you actually do harvest some herbs and plants for the tea in our game (if you choose so). Initially the game was intended to have more of this, but it swayed more in a direction of meeting people, because it happened to be more interesting.



Comments35
The story was very sweet and I loved the idea of a travelling tea shop! Learning what combinations of ingredients work and which not, to then be able to brew the right tea at the right time was a lot of fun. I never did find that ginger though, I wonder where that could be :) Luckily my life ended very happily in the end.
This was a very different kind of game than most in Ludum Dare, but I enjoyed it a lot. Thanks a lot for this short experience :D
@t-c Thank you for the feedback! Unfortunately we can't do much about the problem with the scrolling, because we don't have much control over default Inky export to HTML :slight_frown:
@wuppos Thank you for such thorough feedback, I'm glad you've liked the game! :slight_smile:
I wish more people made narrative games during gamejams...
The fact that the tea brewing segments require extraludic knowledge is quite bold but interesting
It was great that there was a save and load feature, but it could have been a bit clearer (even though it said I died) when the game reached an end and needed load or restart.
The little twist about the poster in the epilogue was great too.
But I have to ask: What it really thymus (lymph organ in animal bodies) that I served everyone? I mean that does make the game a bit more spicy, or was it thyme (herb) that it was supposed to be?
Thymus was supposed to be thyme, but I used wikipedia to spell check this one and picked an ambiguous name for the genus of herbs( https://en.wikipedia.org/wiki/Thymus_(plant) ), that also means a completely unrelated thing :slight_frown: Should definitely change that, thank you for mentioning it!
This is a very special game. I wasn't sure I would be invested in a text adventure but I was quickly drawn in. There are some typos left but you probably didn't have time for a lot of proofreading. Otherwise, the art is excellent and soothing in itself! I've done two runs hoping to fix what I got wrong the first time, but even now I know there are plotlines I haven't seen yet. The bride joined the teacart business in my second run and I'm really happy about that.
One small issue I had is the Merchant in the epilogue, who talked about a golden ring that I took even though that hadn't happened.
All in all, congratulations for a very atmospheric game, once again!
While certainly unexpected, the story was entertaining and the art was nice. Great entry
It was actually very unexpected hahaha but I enjoyed it!
You probably made the right call to just gut the harvesting and focus on the people interactions and tea-making. I'm honestly not sure how you could do harvesting with that engine and make it not too tedious for the player.
It was neat that although there is no exp/leveling system, I still felt a bit of progression as I was learning new recipes and or course, brewing the right one as well. I wasn't sure at first if I was going to get a ton more ingredients and recipes but luckily it wasn't bad. Definitely a different entry from what I've seen so far!
@peachtreeoath At first we were planing to integrate the Ink scripts into Unity, and have a big map where the harvesting part would take place. But on the second day of development we realized that we won't be able to make it in time, so we just sticked to the bare Inky. I'm glad you've liked the end result!
I did have the problem with the merchant, but was (thankfully) able to move forward since I read the comments. I would suggest putting info about it in the description :thumbsup:
Unfortunately I often didn't quite know which ingredients would be the correct ones but maybe I just didn't look for enough clues since I read the text kinda fast.
But I decided to make myself a tea in real world and replay the game. And I did much better!
I really loved the story and the atmosphere, as I am a tea lover myself. The game probably will be in my top 5 entries this jam. One thing though -- during my second play, in the ending, I got this:
"After you got to know him a little better you realized he is not that bad of a person. You asked him once, if he ever got his golden ring back. The Merchant: You should have never given it to the guards. They probably pawned it in the nearest stall."
I never spoke to the merchant about a ring nor did I get it from him, so you must have made an error during programming/story writing. :)
Overall, well done!
It really seems like you put a lot of work into the different branches, and even after two play throughs, I can tell there was more that I didn't unlock. That's really good! I appreciated that you gave opportunities to experiment (make tea) and learn what different combinations did. And I really like the way you used the theme! Opening the right options to "harvest" herbs felt really rewarding.
My second playthrough, I got Izabelle to join me, and I pleased both the merchant and the guard. It was really satisfying! :heart:
One thing I wondered at the end: I scrolled back and didn't see anywhere the merchant mentioned a ring. Maybe a story branch that didn't quite line up?
I liked that the take on the theme was not super literal, just a recurring theme in the story. Well done!
@thomasward Originally we had a different ending if you haven't made enough money to buy any property in the capital, but it was too depressing so we just cut it. I'll probably try rewriting it and release a post-jam version :slight_smile: Thank you for the feedback! Glad you've liked the game, despite the botched ending :sweat_smile:
@hawkin Yeah, the ending was rushed and it has some logical errors :sweat_smile: We will fix them in a post-jam version. Thank you for the feedback and your kind words!