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A jam submission

West MarchesView game page

A Fire-Emblem style RougeLite in the making
Submitted by Axelstems (@emblem212) — 6 days, 11 hours before the deadline
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West Marches's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#204.0834.083
Overall Fun#283.6673.667
Sound/Music#323.3333.333
Controls / UI#632.5832.583

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

As a long-time Fire Emblem fan, I really enjoyed this game. Usually I don't play rougelikes, but this combination is very promising. The levels were well balanced to be challenging, but they never felt unfair. Leveling up characters and collecting better equipment was satisfying, as it should be.

The UI could use some improvements. It would be nice if you could just hover over a unit to see the relevant info about it instead of having to click on each of them. Also, the consumable items should have a description of what they do and whether an effect is permanent or just for one battle.

There have been a few very annoying bugs, mostly after loading a save file. Most or all of my units got deleted, or I couldn't control them anymore. This happened both, in the browser and the downloaded version. Even so, I played through all three campaigns.

All in all, I had a lot of fun with your game and hope you'll keep working on it.

Developer(+1)

Thanks for playing!  I'll definitely clarify the consumables, and I'm working to add more info the the small hover info screen in game.
I'll look into the load issue, honestly is not very tested so not surprising it broke..

I'm glad you had fun and made it through three levels!  I plan to keep pushing updates, so check in later and hopefully things will have improved!

Submitted

Big FE fan here so this got my attention!

The sprites are really nostalgic

The roguelike approach is interesting, but also clashes directly with FE basics IMHO. In particular, Weapon Triangle doesn't really matter if you don't actually get troops with different weapon types, like my most recent run had me with multiple sword wielders but zero axe/spear users. Following on that, the game kept "rewarding" me with axes and spears in that run which I couldn't equip. Or a resistance booster item when there were no magic enemies for multiple battles. 

Then some runs I literally didn't get any starting troops at all. Was playing the web browser version for what it's worth.

I think the roguelite should be "rigged" so you always start with at least 1 sword, 1 spear and 1 axe unit minimum. There could still be plenty of randomness with the specific unit types you roll, but at least you'll always have somebody.

In alternative, take a page out of 3 Houses and allow any class to use any weapon type (or melee physical can use any melee physical weapon so there's still distinction between bow users and mages). Maybe units still get a bonus with their favored weapon, but that way at least if you find a cool weapon you can still use it regardless of which units you rolled. One of the most fun aspects of roguelikes is how you can find a completely different weapon that changes your playstyle mid-run-

Also as others pointed out, the UI could be a bit more intuitive.

Still pretty great work all around, was fun thanks!

Developer

Thanks for playing and the feedback!

I agree on the team composition issues, I plan to fix this by 1) Allowing players to pick a starting team and 2) allowing players to revive units once every quest, ideally similar to the shop in FTL or campfire in slay the spire.


>Then some runs I literally didn't get any starting troops at all.

Was this happening after the game over screen, or after reboots of the game?

Thanks for playing and the feedback! 

Submitted(+1)

Picking team at start sounds like a good idea!

No starting troops happened after reboots of the game.

Submitted

I downloaded and played it on virtual Ubuntu. It was exciting. First, the art and music are pleasant and well-suited together. The atmosphere they create is authentic and captivating. I was glad to explore the world and different encounters. The gameplay was intuitive and engaging. And I would love the game even more if there were more narrative explanations of what was happening.

I can actually suggest adding a bit of explanation and narrative here and there. The game invites you to live your team’s story, so it would be nice to learn more about it.

The UI/controls were intuitive and easy to use, but I had a few problems:

  1. It’s too easy to prematurely finish your turn with just two clicks on an empty cell. I did it a few times unintentionally.
  2. Another thing was that you can bring the menu for character actions with a click, but you need to use the keyboard arrows to select things from it. I tried to click on the “Item” line several times to no avail. I realized I needed to use up/down/enter only in the final battle. That was quite in time. Maybe it was explained somewhere in the tutorial/menu, but to my shame, I don’t read them :(

I passed one campaign and failed a couple of others. In one campaign, I started with just one character and another with five. Overall, you could add some balancing or more info here. I mean, when you start a campaign in a game of this genre, you expect the game to suggest a difficulty level. If there are several campaigns to choose from, like in your game, it would be better to give a hint about which of them is hard and which is easy.

Is there info about the differences between different melee weapons? I would love to know more about it.

Finally, the Linux build had no option for a fullscreen mode. I think you need one. Otherwise, the game looks very small on a desktop screen. I would prefer to see large pixels, as it is pixel art.

west.png

Developer(+1)

Thanks so much for playing!  I'm glad you liked the atmosphere and art, I hope I can have more of a narrative the next time you check the game out.

>Maybe it was explained somewhere in the tutorial/menu, but to my shame, I don’t read them

Yes, you can use scroll wheel to move the cursor rather then click on them manually.  It's actually faster, but I get most people aren't used to it.  I'm happy to report I will be fixing this, as well as the "prematurely finish your turn" issue in the next release.

>I passed one campaign and failed a couple of others. In one campaign, I started with just one character and another with five.

There should always be 5 when starting out... I need to reproduce this bug.  But this and difficult are being worked on for sure!

>Finally, the Linux build had no option for a fullscreen mode.

Strange I will look into this.  

Thanks for playing and the detailed feedback!  I really appreciate it!

Submitted

Hi! Your game looks super interesting, but I’m on Mac. I will try downloading for virtual Linux, because in the browser it looks like this for me: full screen.png

Developer

Huh, I thought I had this issue fixed by using godot pixel scaling....  If you get a chance, can you let me know how the download option worked for you?  Did the game scale correctly, ideally with black borders to keep the resolution?

(+1)

Hi fellow dev :)

-Would be nice to see the weapon a unit has. without having to fight just by clicking on it
-At some point I was in a house and archers could shoot through the walls, this breaks immersion a bit.
-The fact you can switch targets is not very clear
-Take care of the dialogues my friend. Those are crucial for immersion.
-Balance feels off. Sometimes it's way too easy sometimes way too hard and you cleaned in 2 turns.
shop should not take action if you want to enter / exit it. So maybe you cant move anymore but you should be able to in/off the merchant screen to double check what you need.
-Visiting house could give more surprises than healing.
-Not sure what gives me extra HP during a fight when I get hit ?
- Please make so we can skip the upgrades animations

Overall this is good thing but... it is for now too close to fire emblem, maybe you'll need new mechanics. You can get inspired by age of wonders 1 for this / advance wars
Forest, mountains, brickwall etc should give bonuses.
I would make sure you can click on the different choices and actions rather than scrolling / using arrow keys.

Good luck friend this is good stuff already.

Developer

Thanks for the great feedback, and thanks for playing!
>"Would be nice to see the weapon a unit has. without having to fight just by clicking on it"
You can press O or middle mouse button to examine enemies.  

>"Balance feels off."
I've heard this a lot, and I think it had to do with how I level up enemies.  They basically have the same stat rates as players, so a level 4 could have +4 str, or +2 depending on rolls.  I plan to change this, and have them increase stats on normal distributions (IE: Knight enemy gets +1 DEF ever lvl, +1 STR every 3 levels, and +1 SPD every 6 levels) which will hopefully make this feeling go away.

>"Visiting house could give more surprises than healing."
This is a good idea, and I have some ideas for what they can drop.  I don't want it to be unique dialogue, because clearly I'm not good at writing it, and it would be a lot of work.  I have some new items coming in the next update that I hope would be good for this case.

>"it is for now too close to fire emblem, maybe you'll need new mechanics. "
I've gotten this feedback a lot, and it's true.  Those new items I mentioned will hopefully be one new mechanics, and I plan to slowly add more over time.

Thanks for playing and the feedback, I hope you'll check in later to see what I've fixed/improved!

Jam Host

Hello! Welcome to Feedback Quest 6! My name's Hythrain, and I'm one of the hosts and streamers for this event! This feedback is being written live on my stream.

So I legit love Fire Emblem games, though I don't play them nearly as much as I'd like to. That made this a lot of fun for me, for the most part. What wasn't fun, however, were some strange bugs, an inability to know what was or could be equipped by someone, the complete randomization of your starting team and some awkward unit placement. There was also an issue with the controls that I think should be fixed.

Let me start with the bugs. The first bug I encountered was when trying to trade equipment between units, resulting in a Long Bow disappearing entirely from existence. Another bug I encountered was if you tried to move onto a spot with a question mark as a knight was to spawn on the spot, which would show the knight dialogue briefly then swap to the question mark.

When trading gear around, I'd try to equip stuff but would have no indication if the item was equipped. An example is when I got a Steel Sword and tried to equip it to someone who wielded swords, only for no feedback to occur.

I had some attempts where I'd start with 6 units of decent starting level and others where I'd start with 1 unit at level 1, making it basically impossible when it came to the main stage.

I also had a map where I had 7 units, so while 5 of them were on one end of the arena where they should be, two of them ended up behind enemies lines in a place that it wouldn't even make sense for them to be in. Since I also couldn't control who went where, this naturally resulted in the death of a healer and thief.

As for the controls, I tried to play by mouse. However, I found that highlighting the commands I wanted didn't change them, yet left-click would progress things. There were many times where I wanted to do something, only for it to not execute right because I needed to ALSO use my keyboard to move the cursor on menus. Speaking of menus, I also lost a lot of full turns because I would accidentally click twice while trying to examine things and accidentally tell it to end my turn. There should be a confirmation for ending your turn, and the mouse should be capable of doing everything itself. There was also an issue when I'd get events and a character would tell me they wanted to take a go at it. It would only go by portrait and not give a name, so I didn't know who they were. Even then, if I accidentally clicked in the same spot a button was, the overlap would go through when it shouldn't. One thing I would suggest is confirmation choices on a LOT of things to avoid this, as well as giving unit names during events so a player can know who is talking.

There's a lot of potential in this game and the idea of a roguelike Fire Emblem game is really cool. It just has a lot of small issues that keep it from that goal that need to be addressed. I legit love it, though, and I want more. A lot more.

Developer(+1)

Hey thanks so much for hosting the Jam and writing this amazing feedback!  I'll try to respond to everything I can.

"What wasn't fun, however, were some strange bugs"
I am definitely working on these, and hopefully most will be fixed in my next update cycle.  It will be much easier with your detailed bug reports!  I haven't heard of a few of these so it's really helpful.

>"an inability to know what was or could be equipped by someone"

This is something I haven't heard, but I definitively need to!  Very good note.

>"There were many times where I wanted to do something, only for it to not execute right because I needed to ALSO use my keyboard to move the cursor on menus."

Aw man, this is meant to be done with the mouse scroll wheel, but I guess that wasn't clear enough.  You are right about the controls though, I plan to make the entire game controllable by keyboard, then start slowly making the mouse controls less crappy.  Fixing that random end turn bug would be a great start.

>"I had some attempts where I'd start with 6 units of decent starting level and others where I'd start with 1 unit at level 1"

This is strange, did it happen on consecutive runs, or on restarts of the game?  No worries if you don't remember, just curious.


>"There was also an issue when I'd get events and a character would tell me they wanted to take a go at it. It would only go by portrait and not give a name, so I didn't know who they were."

Another great point, and something I'll definitively be adding!

I'm really grateful for all the amazing feedback and playtesting.  I'm glad you saw some potential in the demo, I plan to keep updating it, so hopefully these bugs will slowly disappear and get replaced with more content.

Jam Host

I'm glad to hear you'll be working on this more. I really want to see this game go places, so I have a new way to play Fire Emblem-style games.

I will add that unless there's a reason to not use point and click (for example, if it doesn't work in Godot) it's just better to make it point and click.

The times with units changing was on restarts. While I know it's rogue-like and thus there's some randomization, I don't feel like there should be that wild of a swing in teams. Maybe a minimum team of 4, with a guarantee that those four will all be different base jobs? That way you always have four different units, and the other potential two could be different or match the ones you have.

Submitted

Lots of potential here, but I had lots of struggles with the UI.  I couldn't convince characters to open doors in front of them, although the menu item was there.  I couldn't convince archers to attack at range, and only sometimes could I get an option to attack with their bow in melee range.  My turns would often seem to end at random before I could assign moves to all my characters.  In part due to these struggles I wasn't able to meaningfully progress through the game.

Developer

Thanks for playing!  This sounds like some very strange bugs, archers should not be able to attack in melee... did you resize your screen at all?  What is your resolution?

Submitted

I played in the provided itch.io viewport, on Chrome.  My desktop resolution is 1920x1080

Submitted

Lots of potential here, but I had lots of struggles with the UI.  I couldn't convince characters to open doors in front of them, although the menu item was there.  I couldn't convince archers to attack at range, and only sometimes could I get an option to attack with their bow in melee range.  My turns would often seem to end at random before I could assign moves to all my characters.  In part due to these struggles I wasn't able to meaningfully progress through the game.

Submitted (1 edit)

This was the game I was most excited about when I saw it on the jam page- I love tactical RPGs and oldschool Fire Emblem, so this was a must-play for me!

 I like the Slay-the-Spire style map, and the events are interesting-- in the final game, giving them art of their own might be cool. The pixel portraits are *gorgeous*. It might help if you colour-coded the units- it was a little hard to keep track of who was who- but I understand that you wanted them all to have a uniform. The pixel art on the overworld is also really good- it's expressive and beautifully animated.

The pre-combat UI could use a tutorial on the control box- I wasn't sure how to get it working. It'd also be nice if the enemy range was a toggle rather than a click-and-hold.

Mechanically, this is an old-school Fire Emblem game, all right, for better and for worse.  You've got a very similar stat spread, random level-ups, a grid map with enemies, the works.  I immediately understood what was going on and the UI was really easy to navigate.  I'd quibble that "wait" should be under "item"- my muscle memory screwed me over at least once there- but that's a quibble.  However, the controls felt janky- other people have made the same complaints, so I'll pass over them.

...Honestly, the biggest issue I had with the game is that I think you could use another tutorialization pass and another balance pass.

There are a lot of mechanics that are just not clear- in particular, the way the "rogue" portion of the game works isn't well-explained, and I wasn't sure if you borrowed the weapon triangle from Fire Emblem so I wasn't sure whether Lances Beat Swords And Swords Beat Axes. I found myself making poor tactical choices because I wasn't *quite* sure how the mechanics worked. In the final version, maybe have a scripted tutorial mode that always plays out the same way- like the start of XCOM: Enemy Unknown? Finally, I didn't understand how to end the battle- I kept getting waves of enemies coming in, and it seemed to just end abruptly. If you're going to crib from classic FE, "get your Lord to the end of the map" might be a clearer objective.

The balance also feels... off. Some of that might be the RNG aspect of the game. But I had one character who was just destroying the enemy, to the point where he won an entire battle on his own, and then most of my other characters crumpled like tissues, regardless of class. I also started out with two lancers, two archers, and a healer-- which means that if the Weapon Triangle is a thing, I would have been creamed if we ran into a single axeman. It'd be nice if you clarified, a) is this game impossible sometimes on purpose, and b) are there ways to tip the scales in your favour?

I didn't get a good sense of the story, if there is one- but it's a roguelike, so the mechanics are what's important here. And mechanically, you've got a good base. I could tell this game COULD be a lot of fun- but because of the control issues and the lack of tutorialization, I found myself more frustrated than enjoying myself. Which is a shame, because you've got something really special here-- it just needs some polish and explanation. 

I'm sorry for the long and harsh review - like I said, I was really excited about this game, and I really want to like it!  I'm gonna follow you and keep tabs on this game-- it's got good bones, and with a little extra polish, I think I'd enjoy it a lot.

-- Mal

Developer(+1)

Hey, thanks for playing!  I really appreciate the harsh criticism, it gives me good stuff to fix in the future.

I definitely agree with your comment about needing a better tutorial.  It would help with a lot of things, like your issue with not knowing how to complete a level.  There is a "status" option you can click to see the end goal, but you (the player) has no way of knowing it exists.  

For controls, I can plan to standardize the controls for keyboard.  Mouse is my preferred method, but I can tell most people don't like it (understandably coming from enulators)

>I could tell this game COULD be a lot of fun- but because of the control issues and the lack of tutorialization, I found myself more frustrated than enjoying myself.

This is a bummer to hear, but very important for me!  I'll make a better tutorial my top priority.  It shouldn't be too difficult, I've just been putting it off because it's something new I've never done.

Thanks for putting so much thought into your playtesting comments, I really appreciate them, and I'll be coming back to re-read it multiple times because there's so much good feedback here!

Submitted

Hey, you're welcome! Like I said, it was the game I was most excited about - so I probably judged it a little more harshly than I would have otherwise!  And like I said: the pixel art is gorgeous. If I didn't know better, in battle, I'd say this *was* an FE game.

If you need playtesters in the future, hit me up- I really want to see this game kick the ass I can tell it kicks.

Also I just realized we should be signing off on these- you can usually tell who's writing from the grammar, but this is a team account, lol.

- Mal

Submitted (1 edit) (+1)

A rather impressive replica of GBA era Fire Emblem combat sans the cool critical animations. I think I prefer the keyboard controls for this kind of game. 

The biggest issue I encountered was the trading system. In multiple occasions I managed to clone items by swapping slots around, sorta like the duplicate item trick in Dark Souls. Menus in general are a bit janky but the combat controls fine with the keyboard.

Also, and I'm not sure if this is intended, but soldiers can wield bows. That was good for me because I noticed range combat is really strong, but I felt like I should mention that.

I haven't been able to complete more than 2 quests and that was after getting really lucky with the starting party, but that's probably good because it means the AI is good at killing the player.

Good job!

Developer(+1)

Thanks a ton for playing!  I've been trying to track down the trade glitch for a while, with no success yet.

I'm trying to make the game entirely keyboard controlled, only place I am stuck on is the world map.  Need to figure out an intuitive way to make it work, because the connections aren't on a grid.

>"I'm not sure if this is intended, but soldiers can wield bows."

Definitely not, not sure how that is happening at all.

>"I haven't been able to complete more than 2 quests and that was after getting really lucky with the starting party,"

Im making things easier next demo day, just on number of enemies per level, and giving players more powerful items.


Thanks for playing!  I hope you had fun!

Submitted

Really interesting thing! Looks like we need some tutorial, It took me a while to understand what the attack conditions for the characters were, that I could heal the characters, and other aspects. Overall I really liked the game and the aesthetics, keep it up!

Submitted

I am getting a Valkyria Chronicles vibe ... when selecting soldiers in fight if you do not drag the mouse out there seems to be a chance it will understand you want to not move and wait, maybe something related to the mouse onrelease event ... it seems now I have no one for the mission and got stuck, have a check

Developer

Hey thanks for playing!  I'll check out the mouse issue, that could be a big problem people are having with mouse controls...

Empty roster means you most likely died on an "escape" map, currently there is a bug that causes this to let you keep going, and not pull up the "game over" screen.

Anyways, thanks again for playing!  I plan to push a new build with these issues fixed soon.