Ludum Dare #57compo
Deep Guild

I think I was a little more ambitious than I realised at the beginning.
The game idea is basically a mix of recettear and the assassins guild management game from assassins creed brotherhood (or revelations, I can’t remember which at this point lol).
The idea is you run an adventurer’s guild in a town with a new deep dungeon (sort of made in abyss-esque) opened up, and you send your adventurers in to fetch items to sell in the shop.
As usual, from being too ambitious, I only really had a core gameplay loop going with like 4 hours to go, but hey this time I managed sfx and music at least :p



Comments29
Some ideas I had that didn't get into the game for time limits:
- Upgrades that give you more stands or foot traffic
- Different quests within each level, maybe tailored to certain adventurer classes
- A more visual representation of quests being descending deep into the dungeon
- Actually seeing the quest locations in a little side scrolling view in the sidebar.
- Daily events/modifiers (e.g. "today only wizards are allowed in the forest" or "today knights will pay 20% more")
I did consider also making deeper layer quests slower, but then I'd need to make the rewards match that increased time, and I ran out of time to make the art assets (or item tier logic) to actually give out in those later tier quests.
It's a little concerning that DNS wasn't resolving, given I moved the server about a week ago so any DNS propagation issues should be resolved by now, but glad it worked in the end.
This will make the game less small if you're on a 4k/retina screen. You can also play it on a 1440p screen if you full screen it using your browser controls (the game doesn't have a full screen button)
Missed some indicator for what item was selected, also I found the item to be a bit small of the frantic selecting and placing.
Amazing what you did in such a short time. 👍
Played and voted ♥