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Operation: REDWIND's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #159 | 4.000 | 4.000 |
Innovation | #312 | 3.467 | 3.467 |
Game Design | #430 | 3.400 | 3.400 |
Overall | #468 | 3.311 | 3.311 |
Theme | #472 | 3.467 | 3.467 |
Fun | #658 | 3.000 | 3.000 |
Audio | #908 | 2.533 | 2.533 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
Rewind mechanic to cycle through your orders to control your troops
Did you write most of the code yourself and made all the assets from scratch?
Art and Code Yes; Music from Kevin MacLeod (incompetech.com)
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Comments
Really cool idea, game could make use of animations for attacks, and units taking damage, in game tutorial would work better than how to play in menu, due to a bug, when my tank got killed, i couldn't switch to a diffrent unit and i got stuck,
Thanks for trying our game! A tutorial was planned but due to timeissues not possible. The bug you encountered should be fixed in the update we release after the voting is over.
Some visual improvments to make moving and attacking clear are also in the works.
Honestly, this reminded me of RTS games that I've shyed away from in the past because of the visual complexity, but once I got past that and put myself in the game, I had a lot of fun. It got pretty suspenseful when I was down to my last unit.
I think there could be a better way of indicating what spaces you can advance on and which spaces you can't, since I ended up trapping myself in a loop of advance/flank because I did not realize I couldn't move over a certain square on the map.
The art style is beautiful, and having said my comment about the map I love the way it looks as is.
The music is also very fitting. I think some sound effects could be a nice touch, like an explosion from blowing up an enemy on attack or something.
Overall very nicely done and well polished!
Hey, thanks for playing and reviewing.
Impassable terrain could definately be clearer, though there is currently also an issue where sometimes certain passable tiles can't be selected for some reason, so theres a chance you might have run into one of those aswell.
Glad you enjoyed the art direction!
We totally planned on having sounds, and perhaps even a bit of voice acting but we just ran out of time. Its certainly one of the things we'd like to revisit in the future.
It's a clever and unique approach to theme! After a few attempts I've made it to the end, that was fun and sometimes challenging. I really like the art style, especially the shocked radio operator :D
Few things to note:
- It's not really obvious at the first time where are your troops and who is the enemy. I clicked at the blue ones firstly, then tried all the buttons and nothing happened. I thought that the game's not working :)
- It's annoying that you need to attack an empty space if there's no one to attack. Maybe allow the player to hit Ok in that case? Or maybe skip through no-op commands automatically?
Hey, thanks for the giving our game a shot and the kind words!
The red player colours were a subject of internal discussion, but its something I was pushing for to go better with the 'Red Army' theme. Theres definitely ways to make it more clear on who's who.
Having tested the game *a lot* I will also agree with you on your second point. Having to fire into the ground gets annoying quickly.
After playing for a while and mostly losing, but at least winning one scenario I can say that it's a nice concept, but for my feeling it seems too often I'm out of options and just burning through the orders while the enemy gets out of reach while I'm flanking back and fourth and attacking thin air. There were some rare moments though when the rewind saved the day, so expanding on that could be the key.
There also seems to be no benefit to use the infantry, because as soon as they would get in range to attack, the enemy just needs to have an attack ready and they are gone, since all units can attack fields nearby. Could be an idea to have artillery not be able to attack fields right next to them, to make them more vulnerable to infantry unit, so they'd become useful.
All in all it was quite fun to see a more tactical game like that approach the rewind theme. Well done!
Thanks for playing our game! You mentioned a valid point. To be honest, there were more options in the planing, and specialmoves for each unit. Sadly we simply had not enough time to implement the features.
Also the goal in chasing the enemy was not the plan, but ultimatly the only solution in this short development to get a valid ending to the scenario.
We will keep working on it for a bit. Thanks again for playing!
This was really really unique! The art style is amazing but the best thing above all else is that this is the first game that's like a board game. I think you can actually make this big. I'm very impressed by the thought you put into this and hope you can expand more on it. Even more, see if you can make it multiplayer and it'll be sincerely a cool game to play with friends. Congrats and great job!
Thank you very much for your feedback. We will keep working and expanding on int. I agree, multiplayer would be a nice addition, but thats a big task. Lets see what the future brings.
Again, thanks for your comment!
I love the art style of the game, its so cool!
Thank you a lot! I really appreciate it.
Hi, i've played and rated your game. I really like the art style of the game. Well done!
That was really cool! The planning was so much fun. It took a moment for me to get how the orders are proceed, but after understanding the game it was really cool! I like the artstyle and the grid blends in just well. Good job!
Thanks a lot for trying our game and the feedback. There are still a lot of quality of life improvements to do, to make the gameplay a bit more smoother and easier to understand. We will still work on this.
This is really cool, the idea to rewind orders is great :) I really had to think of my strategy when playing.
I did run into a few bugs, the orders thing started showing multiple orders as selected, and sometimes the movement/shooting indicator would show up on multiple units at the same time.
I wonder if it would be interesting if you could see the enemy's order list? This would add a planning aspect to it that you'd try to counter what they're doing. Just a thought, no idea if it makes sense :)
Overall a real interesting take on a turn based strategy game!
Interessting, looks like you might have discovered a new bug or two, thanks for reporting, I'll add it our list of stuff to look into!
And thanks for playing and commenting ofcourse! Really appreciate it.
Very cool concept, I didn't even think of implementing the rewind in turn-based tactics game. The art is great. At first, it's not very obvious what to do, but once you get it, it can be very entertaining.
Thanks for dropping feedback, and for giving our project a chance!
This is a really cool game! The art is amazing. The gameplay is also fun. The only thing I would point out is when an enemy is attacking, because that is not always clear (for me) and I am always dying when I move to an enemy. Other than that, this is really one of the greatest entries I've seen so far.
Thanks mate, honestly! Its our first project, and I really appreciate it that you gave us a looksy and a comment. The lack of feedback on attacks is definitely something we wished we could have adressed aswell, but, ya know, deadline and all. Its something we might revisit in some post-gamejam update.