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Chronal Tactics's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #87 | 2.909 | 2.909 |
Overall | #95 | 2.909 | 2.909 |
Theme interpretation | #95 | 3.091 | 3.091 |
Graphics | #104 | 2.909 | 2.909 |
Gameplay | #134 | 2.545 | 2.545 |
Audio | #222 | 1.273 | 1.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository
https://github.com/crockergd/chronal-tactics-client
Theme interpretation
Isochronal Tactics attempts to fulfill the theme by blending genres 'turn-based' and 'real-time strategy'. To realize this, clients are able to issue unit commands in real time, which are resolved simultaneously for all clients. This happens at a regular, time-based interval, constituting a turn.
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Comments
The interpretation of the theme in this game is great, a pretty smart approach. It could fit well with a rhythm mechanic. I imagine that playing online requires a lot of planning and a quick reaction at the same time because you have to know which unit to move as you take into account your opponent's units position and attack range. I'll try to play it with a friend later.
I also liked the visual style. The UI needs improvements, like the font size for the timer, and I it is a shame it doesn't have music neither sound effects.
To sum up, you made a great work, and I expect to see updates on it.
If you could comment and rate our game, we would appreciate it.
jI have great difficulty in giving my orders which makes the game really difficult. The concept remains interesting.
Pretty interesting! Tactical grid games usually don't favor quick thinking, since there is no time limit for each turn. This was a nice combination. :)
Pretty amazed by this simple but complete game!
Having an actual online matchmaking for a game jam entry is astounding. One the game itself, I see it as some kind of rush-chess: you have to plan and see which unit will hit where, but you do not have much time to think. I wish I could find someone else o play against, as in the morning I had to play against myself ^^
The one thing it lacks is audio, which could help to get the timing of the "real-time turns", and knowing when a friendly or foe unit dies. Otherwise, to me this is a really good video game.
Congrats on this, one of my favorites of this jam so far!
Thanks a lot for your detailed response and kind words.
My original idea was to have it synced to a slower, rhythmic beat that got faster as units fell, in practice having the game feel a little like a party game. Unfortunately that didn't make it into the time frame.