Unwanted Delivery

Overall★★★★★★★★★★3.08
Fun★★★★★★★★★★3.24
Innovation★★★★★★★★★★3.03
Theme★★★★★★★★★★3.21
Graphics★★★★★★★★★★2.24
Audio★★★★★★★★★★2.87
Humor★★★★★★★★★★3.32
Mood★★★★★★★★★★3.00

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

Genres: strategy
Tools: GIMP, Godot, LMMS

Comments16

pauvictor1 May 2023, 13:47
Interesting game, cheating was very helpful or I would have died in the previous to last room.

Good work
cheesepencil
cheesepencil1 May 2023, 15:23
Cool concept! I liked the modern take on a text adventure, and seeing the fog of war dissipate as I explored was rewarding
MateusBoga
MateusBoga2 May 2023, 14:34
That was the greatest ending you could have given this game, I was not expecting that xD
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.
Igli2 May 2023, 19:21
I kinda like the "cheat" feature :laughing: . Also the map is nice, but I have to agree, there could be more content. Considering you made all that in 15 hours it's decent.
XeduR
XeduR4 May 2023, 17:24
I have to agree with the others. I made it close to the end, but then would have died without the cheat feature. Having it in a game jam project like this was a great decision and made me able to get to the end.

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.
JpBaraky
JpBaraky4 May 2023, 22:41
Liked the rolling and mathematic mechanics, could be broaden to like a math class dungeon game with each class a type of equation maybe? The delivery theme seemed a little rush into the game, like you got the idea for a dungeon crawler and just pasted a scroll on the hand of the character.
Nazorus
Nazorus8 May 2023, 09:04
I got lucky enough to finish the game without cheating, hurray!

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.
zundou
zundou14 May 2023, 09:25
The negotiation of rerolls was very interesting! The sound of rolling dice also becomes addictive.
Lone_Wolf
Lone_Wolfauthor15 May 2023, 00:42
Thanks for playing everyone!

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:
cavedens
cavedens16 May 2023, 02:09
Very cool idea. Would love to see it expanded on when you have more time to work on stuff!
rohanmoon17 May 2023, 00:03
This was kind of neat, I liked the combat and your sound wasn't too bad at all. Nice work on setting the mood and writing out the story!
DzejPi
DzejPi17 May 2023, 18:10
This was actually awesome! Very fun to play and well made for only 15 hours of work. Graphics are pretty crude, but that's understandable for such a short time! I think that if you actually worked on this after jam, and used some old-school aesthetics, this could be a very good game you could be very proud of. And thanks for including "Cheat" feature, very good idea for a jam game. :)
tangiblegames18 May 2023, 14:22
Cool! Sense of exploration, thrill of battles and a captivating story! Well, perfectly suitable for an LD entry :)
Honey Pony
Honey Pony18 May 2023, 16:29
This was cool! I liked the idea of a scroll that was dangerous to read, even if it ended up not being real. :smile: I actually think that idea could potentially be used in some fun ways as some sort of combat mechanic, as well.

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!

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