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A jam submission

Emblem CraftView game page

Created for Markyjoe's "Don't make Fire Emblem" contest.
Submitted by Ephraim225 (@ephraim225_real) — 47 days, 2 hours before the deadline
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Emblem Craft's itch.io page

Results

CriteriaRankScore*Raw Score
How well did this game execute its ideas?#93.8003.800

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • This is a great submission. Bear with me because I have a lot to say on this one. 1. I picked Hard Mode at first but on a first playthrough it's impossible to reach 40 or even 30 prosperity points in just one hour of playing. There are too many options to mess around with, some of which don't help nearly as much as others that will take time away from the objective, and if you screw up your building placement, trap your units, or your buildings get destroyed it will really set you back in terms of time. I played for about 1.5 hours and just barely reached 20 prosperity points before calling it quits. To mitigate this problem I would severely tone down both the map size (3/4ths of the current size) and the objective (15 points for every mode, but harder modes have tougher enemies, maybe?). 2. It's very easy to place your buildings such that they can never be attacked by enemies (ex. blocking the door with a river or peak). 3. The enemies don't pose much of a threat to the buildings. You might consider removing them entirely. Either this or remove the fog of war so there's no stress. I say this because it is really easy for one wrong thing to happen and several turns of work to go to waste. 4. Some of the options available to the player are practically useless, such as the transporter, as you don't collect that many items and managing items is just more time spent lateral to the main objective, and the researching mechanic, as the enemies are already incredibly weak. 5. A few things irritated me a little bit, not in terms of challenge but in terms of quality of life/not getting bored: a. For something like this, it would definitely be easier on the player if all the information was in one place. Taking some time to create a navigable menu with all the info would be great. b. With the current design it makes sense, but I personally didn't like how my purchased units spawned with no weapons. This basically means it takes 3 turns to have a competent unit (one to spawn, one to buy a weapon, one to fight). Making the enemies tougher might make this change more warranted, but it depends on what direction you want to go with the design. c. When buildings are destroyed they should just disappear, not be replaced with ruins. This is again something that isn't offensively annoying but just sets the player back in a tedious way that isn't necessary. I realize I sound overly critical but I just had a lot of thoughts playing this. Again, overall it was really fun to play and I'd recommend it to everyone.
  • This is a really interesting take on the resource management side of SRPGs and actually feels more like playing Civilization than Minecraft. It was a lot bigger than it needed to be for a demo and some aspects could do with some work, such as Skills feeling like they weren't worth the investment at all. The exploration and planning your buildings aspect was a refreshing experience as well. Overall pretty excited as to the prospects this could lead to.
  • Emblem Craft is a resource management game done in SRPG Studio. The goal of the gain is aim to make the most prosperous community by building houses on the land. For that, you need to send your troops to gather resources scattered on the map Each type of unit can gather a different type of resource (lancers can mine ore, gold and stone, while axemen can chop some wood). In the end the game ends being somethign very similar to Civilization and Sim series with the management of unit recruiting and developing your territory. The idea is executed marvelously, although there are a few hiccups on designs. For example, recruiting new units doesn't give them a weapon by default, so you need to spend resources on creating an Armory and spend more resources to gear that unit, which is pretty slow process considering you have to fend off respawning enemies. Aside from that, the Mercenary's Building is wrong, because no matter what kind of resource the building tooltip shows, it can't be built if you're lacking wood (and think it only asks for wood for buildings). And lastly, due to the game genre's showcased, it's not beatable within an hour (although you can show the possibilities of the game in about 30 minutes) Despite these few hiccups, it's a super enjoyable game for those who love simulation and management game. Would recommend.

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Comments

Submitted

Really fun idea! I did encounter some bugs, notably that if you try to make a building, don't have enough resources, and then try to make a different building, it still won't let you because it checks the resource cost of the first building. This resulted sometimes in me making a different building than I intended. I also found that, after you get set up, the map is a little easy/turtle-heavy because the zombies seem to be the only thing that actively threatens you, so a lot of the high level upgrades didn't seem needed. I did have a lot of fun though, I found myself thinking of where to place my next buildings as if I were playing Civilization or something. Great work!