Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

OVER THE TOPView game page

A turn based world war one tactical movement game
Submitted by jam_bone, preatomicprince — 16 minutes, 19 seconds before the deadline
Add to collection

Play game

OVER THE TOP's itch.io page

Results

CriteriaRankScore*Raw Score
Best Use of the Theme for Story/World/Character#43.3753.375
Best Use of the Theme for Gameplay#63.2503.250
Most Appealing Sound Design / Music#112.7502.750
Most Appealing Art / Visuals#152.8752.875
The "I Want to Play This as a Full Game" Award#172.3132.313

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Well, the sounds were done nicely for the background ambiance.  Art was okay.  Pathfinding was a weird zigzaggy thing.  The gameplay wasn't quite there, tho.  It was hard to know it i was targeting correctly.  Somehow while playing i kept opening new tabs in the browser and losing focus on the game.  Too many glitches, but a good idea for a small game.

Submitted(+1)

i love the concept but the controls are kinda difficult to get to work and glitch out often. it would be nice if there was an indicator for the machine gunner to get an idea of if you should be waiting or running. also, the machine gunner likely wouldn't be able to aim down into the trench in real life, but all but one time it would kill me on turn one or two in the trench.

Submitted(+1)

oh and it left tons of teammates on the field which would not move

Developer(+1)

Hi there, yeah we ran out of time really to make the controls and Ui what it needed to be. Plus there's a few bugs like the one you mention, with the squad members staying there. Basically, every time you die and respawn its supposed to be a new day, and all the units from the previous day are supposed to be dead on the battlefield. For some reason sometimes they just stand there. We're gonna be releasing a new version of the game when the voting period ends, which hopefully fixes those issues. Thanks for playing despite the jank, and thanks for the suggestions.

Submitted(+1)

The idea is great, and the art is nice, but the UI is really wonky (at least in the web build) — the moving cursor jumped to the middle left part of the map, the pathfinding line is not always visible, and E doesn't toggle the second button. I'd like to play again with UI improvements!

Developer(+1)

Hi there, yeah we're aware of the Ui issues, it was just time constraints that stopped us iterating and improving it. For instance the line was only added in the hours before the deadline, and we had no idea why the line stopped showing up on the restart. We plan on doing another build with all of the fixes and better Ui to be uploaded when the voting period ends. Thanks for playing.

Submitted(+1)

Great use of the theme! The visuals and sparse sound effects create a harrowing experience. 

Without exaggeration, I shot hundreds of times, but only got one hit (at least I THINK I did, may have been one of my teammates). And if I tried to get closer for a point blank shot, I would instantly get mowed down. At some point a grenade icon showed up, so I right clicked to throw it, and unfortunately the game froze. So I stopped playing at that point.

It would be a lot less frustrating if 1) the game highlighted the enemy I was shooting at, so I knew the game actually registered my shots, and 2) if there were some sort of XCOM style of percentage hit chances on screen, so I could take calculated risks. 

This game is cool, but I felt like my input didn't really matter and I only got past the gates by sheer luck---perhaps intentional from a story perspective, but not fun from a gameplay perspective.

Developer

Hi sorry, sorry you had trouble with the shooting. The game does a bad job of explaining why certain things like misses happen. Thanks for playing though, and thanks for the advise.

Submitted (3 edits) (+1)

I didn’t win

image.png

The sound and art were nice worked well together, and the premise is interesting and easy to understand. It’s also visually striking as the battlefield fills up because you keep losing 😭

Overall nice job, the map was interesting to learn (rip) and I had fun playing! I liked the different phases of each “day”, where you went from hopping over the top, to running ahead and taking cover, to diving in the enemy trenches and trying to get a shot in before dying again. It was a nice little loop

Developer(+1)

I love that screenshot. Yeah the game is quite difficult, we had plans to have a crouch feature that would make it easier to get in position. But we didn't have time to implement it in the end. I found that the easiest way to win is to clear out the battlefield. Then hug the top of the map to avoid the machine guns, once you're in the German trench you can easily blow up the Machine gun post. Thanks for playing.

Submitted (1 edit) (+1)

I didn’t know you had to blow up the machine gun 💀 I walked around it (behind the map, the cursor was always X) to try to kill the last two guys on the right!

The difficulty was fun too, I tried a lot of approaches (aside from blowing up the machine gun)

Edit: I tried again and blew up the bunker day 1, but it kept coming back and then I couldn’t blow it up again

Submitted(+2)

I love turn-based tactical games and I think the gameplay has a good premise. I would like to see how it plays when it is more fleshed-out. The gameplay communication is not clear enough though. Such as.. after being in shoot mode, you have the cross-hair icon, but after enemy and then back to your turn, the cursor icon got reset. And it's quite difficult to select the enemy soldiers and barb-wire. Cutting the barb-wire also lacks visual communication so I wasn't sure what was happening there. So clear gameplay communication would be the first thing I would wok on if I were in this project and would like to pursue further.

All being said, you really nailed the atmosphere, and sound is really good, I personally like the clicking noise that is played while toggling between shoot/move :D Overall, great job!

Developer(+1)

I'm glad you liked the atmosphere. Yeah, I noticed the cursor was reseting when it shouldn't have been the day after the deadline. As a result, like you said, it isnt clear which mode you're in. And the fireing on the enemy doesnt work so much by clicking on the enemy, but fire clicking in the direction you want to fire in, and having a chance to hit either obstacles or people on that path. But thats our bad for not communicating that. Thanks for the advice, and thanks for playing.

Submitted(+1)

I loved your interpretation of the theme. Visuals were great. One thing I had trouble with was telling apart which mode I was in before I made the move

Developer

Hi, I'm glad you liked the visuals. You're right about there not being enough feedback to tell you what mode you're in. Thanks for playing.

Developer (4 edits)

This game is a World War One turn-based strategy game where you attempt to take a German trench. Advance on the enemy and wear down their forces. You only control one character at a time and take over a new one when you die.


Our interpretation of the theme is that by making you just control a single unit and taking over a new one when you restart, you are constantly playing a very small part in a strategy that takes multiple characters, many (in-game) days and many successive attempts to complete.


Credits:

Team name: Lime Gang

Preatomicprince: The hard programming
Jam_Bone: All the art and other programming - @jam-bone.itch.io on Bluesky


Code Source:
https://github.com/preatomicprince/somme



Team size: 2


Other resources:
Sound effects from Pixabay
Music from Internet Archive