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Tiny Tactics's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics | #298 | 3.000 | 4.500 |
Sound | #382 | 2.667 | 4.000 |
Overall | #402 | 3.000 | 4.500 |
Music | #418 | 2.833 | 4.250 |
Fun | #428 | 2.833 | 4.250 |
Theme | #519 | 2.667 | 4.000 |
Aesthetics | #556 | 2.667 | 4.000 |
Story | #978 | 0.667 | 1.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
I used the sponsored assets from Cup Nooble, and some free assets from the Unity store, some music and sprites from OpenGameArt.org
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Comments
I love this game!! This is one of my personal favorites from the jam and I am bummed it ended so soon. I love that I have energy to spend in a few ways and I am not limited to just 1 move and 1 attack. It took me a minute to figure that out, but once I did, I loved it! Here are some notes to help improve the game - I would love to see more!
1) Protective ward stopping ALL damage seems overpowered - especially when that means the AI targets the guy with ward with every attack... And it lasts between rounds (Edit: I think I figured out that it is health based - but there is no indicator how much is left - also, that still is powerful since it can last multiple rounds so maybe it could be health based, but it for sure ends at the start of that character's turn or at the start of the healer
2) I want a clearer and more celebratory win screen
3) Maybe an undo option would be good while people are experimenting with how they want their turn to unfold
4) The auto turn ending confused me a few times and I accidentally ended the turn of someone with full energy - maybe a confirmation if the character has more than half their energy left if they want to end their turn early
5) Maybe some advantage should be added to saving energy at the end of a turn - or a penalty if you spend it all last turn - or maybe you gain a certain amount back each turn
6) The seemingly random placement of enemies / characters felt a little unusual, but it did put me in different situations which could be fun - I wonder if there could be some more strategy elements in place instead - like a zone for each character if they have to be separated to add challenge.
7) Obstacles to navigate around would be good
8) AI should target a different character if the closest one has ward
9) enemies should be scaled - them doing 2 damage in the end when my melee guy was one-shotting them felt unbalanced (but also made me feel cool - more the one-shotting them lol)
10) (Me being selfish) MORE CONTENT :)
Seriously though, good job with this game - keep up the good work!
Oh and maybe a menu / options screen to be able to quit out of the game easier ;P
Omg thank you! That makes me so happy to hear! Thank you for all the suggestions I really appreciate it! I'll work on more updates soon! :)
Of course! Good luck with game dev stuff - you're doing an awesome job!
Really enjoyed your game. What a solid entry. I would have liked to complete it but I couldn't end my turn on one of the levels.
I saw this bug and will fix it asap! Thank you so much for playing my game! I worked super hard on this and was really happy with what I was able to do in the amount of time we had
I have uploaded a new build with the bugs fixed! :)
Really cool game, very impressive for a solo dev and the given time frame that you made a fully functioning tactics game with multiple classes, enemies and upgrades!
Not sure if it was a bug or just the end of the content, but after floor three, I could no longer end my turn after defeating the enemies (Two of them still showed in the turn order so maybe something broke?). But I had an absolute blast playing this! I hope you get more reviews, you definitely deserve to. Would also love to see this expanded into a full release. :)
Thank you so much for checking out my game and your very kind words! :) I saw this bug and will fix it asap. I had a ton of ideas going into this but ran out of time haha, I'm super excited to keep working on this and add more features that I didn't have time to get to.
I have uploaded a new build with the bugs fixed! :)