Great game! Truly GameBoy-ish visuals and audio. And very plesant retro-UI. Good job!
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Pocket Tactics's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #26 | 4.303 | 4.303 |
Overall | #44 | 3.894 | 3.894 |
Audio | #49 | 3.667 | 3.667 |
Gameboy-ness | #50 | 4.182 | 4.182 |
Fun | #74 | 3.424 | 3.424 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Took me some time with controls, but watched the tutorial and it helped haha.
Portrait art are beautiful! I like the story telling as well. Very cool entry!
It took me a little time to get used to the controls, and I had some bugs in my 1st game, but the next went better and I appreciated.
More differences from the original formula would have been ncie but it's a really good entry anyway, good job!
Thanks for playing our game and the feedback you've provided! We realised post submission that we should have swaped the keys around, We will fix this and hope to communicate controlls better with the U.I. in the next itterations of the game.
Is there anything we could have done differently otherwise, so you would enjoy the whole game? We would love to know!
Great Job!!! Awesome seeing another strategy game! And you nailed the fire emblem feel.
This game has a lot going for it and shows that it has a lot of time put into it however i struggled with the basic combat mechanics pretty severely.
On some turns you would start the player would be in defend or end mode. It was unclear how to go back and forward selecting units and making them do the things you expect them to do.
Maybe if you had something to clearly more define which action phase your character is in before ending.
Example. If your character is in the move phase. maybe have a directional arrow or text tell you which phase you are in. After he moves, he should display whether he can attack or just end his phase. Then move onto the next unit and repeat each action needed.
You should not be able to move between units until all there actions are finished. This way you wont get lost on which unit still has an action to be completed or not. Also limit which unit is able to attack with a priority system forcing you to move one unit at a time. This will give the game a bit more strategic feeling while also helping you see which unit has finished its action.
This will give a better clarity of which phase that unit is in so when your pushing buttons you have a better idea of what's happening.
Impressive job for what feels like Fire Emblem game for the GameBoy. Good job :).
This is super impressive work. Really feels like a Fire Emblem game make for the original Game Boy. Great job!
Great presentation! The character recruitment mechanic is a fun twist on the Fire Emblem-style gameplay. I liked the little retro jRPG shout-outs in the character names, too.
Artistically, musically, and mechanically impressive for a game made in 9 days. Wow.
Nice to see you again! :D
This time the game is so much polished! Visual effects it didn't have before. I really liked it. So much as I already liked! Haha
Good job, dude!
Loved it! Never played a tactics game and was a bit overwhelmed but quickly got into it. The art is amazing!
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