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A jam submission

Breach ProtocolView game page

Top down tactical 'Spacehulk-like'
Submitted by EmptyStudios (@Empty_501) — 15 hours, 39 minutes before the deadline
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Breach Protocol's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#683.8573.857
Overall#1243.8333.833
Presentation#1504.0714.071
Originality#2543.5713.571

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What do you like about your game?
it took me several hours to get my first clear and it was a nail biter right at the end but I did it and it felt awesome

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Comments

Submitted(+1)

Hi, the assets looks very polished and well done. They all fit the atmosphere and overall mood of the game perfectly. As many comments said, the sound design makes the game feel so much engaging and "real", hats off to you honestly, you did an amazing work. I'm not a big fan of turn based games, but all the assets here are mixed together so well that I enjoyed playing it a lot. I can't give you any specific feedback as I don't play this type of games that much, but I can say that I didn't face bugs or unintuitive things, so well done!

Again, amazing job with the assets and atmosphere, good luck with it! <3333

(+1)

It feels like it’s a game made after extracting the core features of XCOM. It’s great.

Submitted(+1)

Very enjoyable and feels very polished, amazed at how many things are working here and it feels very cohesive. Nice job!

Submitted(+1)

Wow this is so impressive! I love tactical games like this and you really nailed it with the vibes. The whole game has a tense atmosphere and the buildup is great. Gave me XCOM vibes in the best way possible

Submitted(+1)

My cat refreshed my page and deleted this entire feedback, so forgive me if my re-write of it is a little less full than I'd like.

This is exactly my type of game! Right on I love the atmosphere of trudging around on a derelict ship in the dark, uncertain of just what lurks around each corner, having to use the characters and their vision cones peeking here and there to get a better picture of the situation. You did a very solid job capturing that type of methodical tactical gameplay. At first I did not realize the truth of the foes we were facing, originally seeing only the humanoid types with weapons of their own, I thought nothing of it. But then. . . The bugs, for lack of a better word. And soon after the swirling crimson rifts no doubt linking whatever horrendous plane these beasts originated from. And finally the BIG one. . . It was a great progression and very much found me invested in what my squad may be thinking about the situation.

I really enjoyed the weapon accuracy cones as opposed to the much more common percentage chance to hit that one would normally find in these types of games. It was novel, and visceral in a way that seeing '87% chance to hit' isn't. At a glance it was clear and concise what my odds of striking were without breaking that little immersion and tying it to a numerical value. And further it was a very pleasant surprise to see other weapons, at least one I noticed that wasn't available to be selected at the start that you could pick up.

Humorously three of my squad members rolled rather low stats and each had below 100 hitpoints, all to be carried by the godlike shotgunner in my first slot.

Something to look at that might take the fit and finish to the next level would be a more in-depth message log that could describe what might be occurring during the enemy turn, or at least focusing the camera on the action when needed. There were a few moments that due to me splitting my squad in two that I hadn't realized a member had perished or how it occurred.

Overall I really like Breach Protocol, and I would be more than willing to pay for a future version should you choose to make it a more robust experience and extend the great foundation you already have. Awesome work, thanks for making this game!

Developer(+1)

Thanks for the feedback, I took a risk making a game aimed at more advanced players in the genre, and I'm glad to see those people enjoy it, even if it's quite hard for newbies (even despite n erfing the game HARD. friendly fire used to do full damage and the basic creatures could 3 shot an average marine)

I'm really glad you got the vibes of the enemies, I was going for an event horizon/doom/E.Y.E feeling with psychic or demonic entities in space, it's a bit tricky to convey that with such simple flat sprite art but I'm glad it clicked for you! There are actually 2 big guys on the ship, but only the one in the reactor fight is truly mandatory.

It always bothered me that the genre has moved towards more percentage based dice rolls when I prefered the simulation elements (I'm a big original xcom fan) which is where the aiming system comes from, it's up to the player to make the call rather than guesstimating a percentage. For snap shots though there is a secret mechanic where you have a bonus chance to make a 'clean shot' where the bullet is guaranteed to go perfectly straight, based on your characters accuracy. As for bonus weapons, there are two, you can find PDWs (an smg alternative) or the revolver on the bridge. I wanted to do more but scope...

Messaging is a very important factor I missed for sure, I really wanted a damage log but it slipped out of my fingers. I also wanted a UI element that would let you cycle through enemy units that were visible to you. A common factor I've seen is people being unable to identify enemies among corpses etc, so that needs a rehaul. There are also some issues with fog of war, many players don't seem to understand the view cones which made them miss obvious enemies.

One question for you since you seem invested in this type of game, what did you think of the reaction fire mechanic? Did you understand it? It's similar to original x-com but I tweaked it based on some things I don't like about their system. I'm happy to explain the mechanic fully but I think it would be valuable to get your thoughts without a technical explanation first :)

Submitted(+1)

Admittedly I didn't quite realize it at first. In my few beginning turns after recognizing the enemy I had searched for an 'overwatch' button to no avail. It wasn't until a bit later, maybe even after the first time it occurred, that I realized you'd implemented a reaction fire type system, and it very much did remind me of the original Xcom's. Without trying to retread my prior comment, some messaging or camera focusing would probably have made my inattentive head realize this function sooner. It goes without saying that I did not read the manual, I like to learn on the job so to speak.

Regardless as soon as I understood it existed as a system, it definitely changed the way I approached heading onward from there. Always having a squad member watch potential enemy insertion points as we moved throughout the ship, in that way I really think it fed into the gameplay/narrative marriage.

I wish I had more feedback to give regarding it mechanically, I think I'm going to need to play through a few more times to get a better sense of what I might want to say on that subject. I do wonder if a more distinct method of being able to tell when, how often, or at what distance individual squad members are able reaction fire would be warranted or not, so long as the implementation wouldn't mar that immersion that I feel the accuracy cones give versus numeric percentage.

I'm curious, as both it has been a while since I've played a bit of Xcom and I haven't quite had enough time in Breach Protocol observing the system yet -- How did you end up differentiating it from the OG Xcom's? What was it that you disliked about it's way of doing?

Developer

Xcom does a flat percentage roll every time a unit sees another unit do an action, based on your current TUs, enemy TUs, and the reaction stats of each party. I like the uncertainty of this but It can be a bit silly or unrealistic at times, it also encouraged moving very slowly and keeping a large bank of TUs at the end of your turn to maximise reaction fire, at higher level play this gets tedious as optimal play is to inch forward and punish enemies who stray into your field of view, it also made reactions one of the most powerful stats since it protected you on both turns. I like the mechanic a lot and it functions well to make both turns exciting, but I didn't like the choice structure it presented (take huge risks and face dire consequences if you want to finish missions in reasonable amounts of time, or play boring and slow). I also didn't like how maxed out units would be basically untouchable since they would mow down anything they saw.

My system makes some changes to address these issues, not perfect but I think it has more interesting decision making. Reaction fire is no longer a roll, during the enemy turn as long as your unit has direct line of sight on an enemy, they start filling a 'reaction meter' (3rd bar below hp and TUs), when the meter fills they either snap fire or burst, chosen at random. The speed the bar fills is proportional to your reaction stat, and a bonus depending on weapon (SMGs and shotguns react quicker than ARs, the LMG cannot react at all). 

Once a unit has reacted once the reaction meter takes half as long to refill, to represent your guy actively enterring combat, the initial slow reaction lets enemies get a bit of a drop on the squad, it's always better to shoot on your turn than to wait for reactions (unlike original xcom). At the start of the enemy turn, units also gain or lose TUs proportional to their reflex bonus, this means low reflex units sometimes cannot react at all, and high reflex units will have a pool of TUs even if you exhaust them entirely. 

This lets you be a bit more aggressive with both types of units, mitigating the x-com crawl somewhat. Units with middling reflexes fit somewhere in between and behave more like x-com units, where preserving TUs for reactions is more optimal, I don't think the play pattern in x-com is entirely bad, I just wanted to softly disencourage the pathologically unfun case of inching forward 1 tile per turn.

I think there's still lots of room for iteration but I was relatively happy with how it felt.

P.S. Nothing wrong with ignoring the manual, I expect some people to do that no matter what, ideally I would have some better tutorialisation and ingame resources to understand the mechanics rather than using the crutch of a readme :)

Thanks for your input!!

Submitted(+1)

This was really cool and feels quite polished. Good job!

Sadly I died in the bridge when I noticed I could shoot my colleagues

Developer(+2)

Remind me not to join your pirate crew if you're going to give orders like that haha.

Thanks for playing!

Submitted(+1)

Didn't read the manual and played it like a true pirate

Loved the voices

The game made me think about some kind of D&D, and I liked the mechanics

Really enjoyable

Submitted(+2)

The voice acting really does make this game feel  like the real deal. I had some resolution issues so I couldn't experience the game fully but you still managed to nail the feel for this game genre with the artstyle, sound and point-click mechanic. Solid work!

Submitted (1 edit) (+2)

played it for about 2h so far mmmh... i think thats a good game

edit: finished the mission, big fan of it

Developer

awesome work finishing it, thanks for playing! i've beaten it about 3x myself and it's definitely an effort to make it all the way through, really appreciate it!

Submitted(+1)

i would like to play it but my res is not supported

Developer

I'll make an update post-jam with dynamic res.

For now you can try the command line argument  --resolution 1920x1080 to customise your resolution, but the UI doesn't scale so the game may become unplayable. Up to you if you want to try it.

Sorry for the inconvenience, thank you for letting me know.