‘Bread Quest’ is a text-based adventure game themed around grains. The game itself contains multiple types of gameplay. It was designed by the members of the team in conjunction. There are 4 main facets of the gameplay.
The first one is the action-adventure story. It revolves around a character named Breadon, who is sent on a mission to infiltrate a neighboring city. You get to have decision-based conversations, instead of linear ones. There is also a trivia part of the game where if you get questions wrong, you may have to initiate combat. The combat system involves four moves: attack, relocate, heal or status. The attack move is self-explanatory, it damages the target for a certain amount of health. The relocate move allows for a chance to get one more AP (Attack Point), which basically gives you an extra turn. The heal function heals the character by a certain amount. Its use is limited as you must have potions for it to work. The status function displays the player’s health and AP and the enemy’s health. The amount of damage the player can do is decided by what tier sword he has. There are three tiers of swords. You can purchase these at the second tavern in the game. In the taverns, a gambling mechanic is introduced. The first tavern includes the game High Low Seven. Here, you bet a certain amount of money if the number rolls higher, lower or equal to seven, with a range of 12. The second tavern includes the game Hangman, where you have to guess from a set of carbohydrate themed words, in order to make money. After progressing through the game, you reach a point where you have to answer questions to make it through certain warriors without fighting. If you get one of the questions wrong, combat initiates. There are 4 warriors, each having their own topic of questions. After the 4 warriors, you face the Council of Rice, where the game will end.
Each teammate had their own responsibility. The story was written by Gabriel Berges, with input from all the other teammates. Ben Branham coded all of the conversations, question segments, and shop mechanics. The gambling part of the game was coded by Ben Pearlstein, while the combat was made by Griffin Henry. Great teamwork was displayed in the project, as the team was communicating constantly on the direction of the game.