This is a really fun entry! It's a bit overwhelming at first and there's definitely some UI/UX jank, but the mechanics are impressively deep and had me playing for hours.
I did also find a notable bug: if you double click the "start battle" button after having already completed one, it will advance to the next stage as if you've won. You can do this repeatedly and use it as an exploit to progress the roguelite unlocks.
For sure, the UI/UX has alot to improve on, found myself misclicking or losing track of my mech many times. Holy shit, could've sworn I've covered it when playtesting, wasn't able to recreate it at first, but now I can do the exploit you found everything time, thanks for playing, the feedbacks, and the discovery of this major bug!
You've done a great job realizing the famicase concept. The game would probably do very well on mobile platforms.
Quick thoughts
It could really use in-game tutorials, or at least a pop-up hint system.
I wasn't clear on how some of the mechanics works like the repair between stages.
Also, I initially did not understand what recycling stage was for as I couldn't use it while I had a single unit.
Really wish you were able to interact during combat somehow.
Issuing basic orders would be nice, like hold position or focus fire on a particular unit. I'm aware there's items that control target priority, but I feel it'd be better left in players hands. Alternatively you could go for a simple visual scripting system, like the gambit system in Final Fantasy (ex. IF HP Low THEN Retreat). It's frustrating to lose a run a couple of stages in simply because you're unit targeted a far away enemy.
You could also add triggerable abilities (repair, air strike, flee battle, etc) with a cool down of X stages to balance them. They could be tied to the specific characters to make choosing a one more relevant.
I feel the upgrades should be shared across all characters, unless you plan on adding character specific talents/skills.
Some actions should have a confirmation prompt, I often accidentally did stuff like swapping unit positions and applying an item to the wrong unit.
The UI is a bit too complex. I found it hard to understand the information I wanted, like what the DPS of a unit would be if I added a certain item.
Also it'd be nice if I could hover over UI symbols to get text explanation of what it is.
More stage types with stronger risk vs reward elements would be interesting. Like the kind of thing you'd see in Slay the Spire.
Need a button to manually end a run, perhaps styled like a self destruct button for fun.
Maybe consider making more use of the characters, for example they could say things during combat (including hints). As well as, something like the unique abilities I suggested previously.
Hey, thank you for your elaborate comment! Really good suggestions! I talked about the complexity in the devlog, but sadly there wasn't time for in-game tutorials so we tried our best on the itch.io page. Abilities and more character interaction were also in consideration. :)
Comments
This is a really fun entry! It's a bit overwhelming at first and there's definitely some UI/UX jank, but the mechanics are impressively deep and had me playing for hours.
I did also find a notable bug: if you double click the "start battle" button after having already completed one, it will advance to the next stage as if you've won. You can do this repeatedly and use it as an exploit to progress the roguelite unlocks.
For sure, the UI/UX has alot to improve on, found myself misclicking or losing track of my mech many times.
Holy shit, could've sworn I've covered it when playtesting, wasn't able to recreate it at first, but now I can do the exploit you found everything time, thanks for playing, the feedbacks, and the discovery of this major bug!
You've done a great job realizing the famicase concept. The game would probably do very well on mobile platforms.
Quick thoughts
Hey, thank you for your elaborate comment! Really good suggestions! I talked about the complexity in the devlog, but sadly there wasn't time for in-game tutorials so we tried our best on the itch.io page. Abilities and more character interaction were also in consideration. :)
it has Great visuals, love it!
Thank you!