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A jam submission

Love Tactics: Joined Together (GMTK Version)View game page

It's painful to be away...
Submitted by Angie Nyx — 12 minutes, 11 seconds before the deadline
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Love Tactics: Joined Together (GMTK Version)'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#9863.5833.583
Overall#12553.3193.319
Fun#14803.0833.083
Originality#16863.2923.292

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Two characters heal when next to each other and take damage when apart

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Submitted(+1)

The menu and controls were a bit confusing.

I'm not entirely sure how to play unless I check the config and keep on clicking stuff. A tutorial would be helpful here. I can't really talk about the art and UI, since it's a pre-existing art. I would comment on overall quality instead. The game looks neat, it is quite daring to develop a tactical-based game for the jam and it works. Great job on that!

Submitted (1 edit) (+1)

Hi nyx! I'm listing some thoughts I had

-I liked level 2, I felt the other ones didn't ask me too much strategy, but for a 2 day game I am surprised to see a "release level" balance there.

-I liked the theme, there were some funny dialogues.

-I like how you can end level 2 without the need to defeat all the enemies

-I would have liked that the rescue spell also let you choose where to place the warrior

-If I were new to the genre, I feel the first level could be expecting a bit to much "rpg intuition", it does introduce the join mechanic with good pacing but all the others felt a bit like the player should be familiar with them  beforehand

-In particular the mouse control (I didn't notice if there was any other way of controlling the game and since that worked I just keep with it) was very unfamiliar to me as I always play rpg's with a controller, and everytime I intuitively pressed the esc key to close a menu the game closed

-it definetly took some time to get used to the right clicking functionality and it took me also quite a bit to even figure out that this meant going back and closing stuff (and also seeing enemy info?), then until the end of level 1 to learn I could go back in my player actions.

-the consistency of the menu was a bit problematic, I remember there's a window that cares if you click even if the mouse is not on top, and then another where it didn't ,nothing big but all these small details can make the game harder to learn/approach and even more on such a short time period.

-I played not really paying attention to all the stats of the players or the enemies in the end so that felt to me like is not playing a big role on it.

-(edit) Saving system and so many menu options! wow.

That's all I can remember, I sound critical but I enjoyed the game more than I was expecting and it felt polished on both mechanics and theme. For a two day game it feels very complete.

edit: it took me about 40mins to finish but I was kinda distracted so I would say it takes 15 to 20 min

Submitted(+1)

I really enjoyed the writing in this, it elevated the experience in a way that fit the theme and made me want to continue playing. The synergy used here is super satisfying combat-wise, but I wish there was more experimentation with it design-wise. Afaik, there is no advantage to being separated which can be fine, but then what stops you from playing the whole game moving knight first into mage placed behind her? The only point where I had to separate was the final room for obvious reasons, but I feel like there should have been at least one more moment where you separate for a tactical advantage, such as using the mage's higher ground speed or sending the knight through a heavily armed path to complete a side objective. Protect and Rescue are cool items that perfectly play off of the synergy here, but this campaign doesn't give you too many reasons to use them and I think that's a shame.

The difficulty here was great, I wasn't bored with how easy it was and the challenge of planning your moves was satisfying enough to want to continue forward. The level design was definitely simple, but I don't think that's a bad thing when you are working with a game jam SRPG. I noticed you took care to simplify the combat and general Fire Emblem mechanics for this game and I think it was the right choice. I was worried I would feel overwhelmed going into this but overcame that fear thanks to the well-named spells/items, helpful guiding dialogue, and lower enemy counts to worry about. You did a fantastic job here and I'm waiting to see how gameplay changes after that *unique* ending haha.

Submitted (1 edit) (+2)

Nice game, the mechanics were thought out. With more time you could easily turn this into a paid little time waster. all in all good game.

Submitted(+2)

Great game with a good story! I don't usually enjoy this kind of game, but I really enjoyed it. Good Work!

Submitted(+1)

Fun little SRPG. Good choice to simplify certain Fire Emblem mechanics, such as giving Sure-Hit weapons and not giving enemies counterattacks. Using the Rescue staff in level 3 was satisfying. Would like more 'join together'-based mechanics or puzzles - the healing bonus is really impactful and necessary to win,  but it doesn't change player strategy very much or present many interesting decisions.

Developer(+1)

Yeah, my priority with this game was making it as approachable as I could, with simplified mechanics, proper tutorials, etc. I originally wanted to make 4 levels that would ramp up in complexity, and if I had more time I definitely would've, but I knew that if I wanted to polish the levels I had by doing tutorial and dialogue writing, I'd need to strip it down to 3.

I'm really glad that everyone who's left a review has at least liked the game, I remember previous jams getting the "I don't play tactics games so I don't understand this" review, and I put a lot of effort into specifically avoiding those reviews. (including rewatching Mark's video on Complex Games lol) And while even my playtesters who didn't normally play SRPG's could get into it more easily, I'll have to save full development of the mechanic for a later fuller version :P

Submitted (1 edit) (+1)

Did not expect to find a game I could sink so much time into without it being an endless style. The old FE games have a special place in my heart and this was a welcome surprise. Other than pressing escape to try go back and accidentally closing the game a few times, that was really fun (especially the hilarious ending)! The distance mechanic was a positive addition as well, not just something to make it fit the theme. Thanks for the game!

Submitted(+1)

Definitely picking up the Fire Emblem mechanics here, using rescue and the bond of the protagonists as the joining theme. It's a cool take on the theme applied to a genre that generally wouldn't be seen in a jam, and I don't mind the SRPG Studio art at all. I like it!

Submitted(+1)

I always enjoy a tactics game, especially during jams. Hope you can expand on this in the future, especially with the depth of a tactics game.

Submitted(+1)

I love tactics games and it's crazy to see one done within 48 hours. Great job

Submitted(+1)

I liked the twist to the normal tactics gameplay. It had a pretty long duration, but it was worth it. The story was a little bit cringe at the beggining, but by the end it was totally worth it!

Submitted(+2)

Oh wow, this is sooo good :D

This has a surprising amount of depth for a jam game and I really like the gameplay. I also absolutely adore your interpretation of the theme. Having them stick together to heal etc. is a really cool concept. Your main mechanic is also backed by a story which is really cute.

All in all, Amazing game, this deserves more ratings!

Developer (1 edit) (+3)

There is an unfortunate glitch in Level 1 where the mage necessary to beat the level sometimes doesn't appear. I mistakenly set the mage to appear "at the end of the enemy phase, if exactly 3 enemies have been killed" so it's possible to kill two enemies in one turn or for an enemy to die from Onyxia's counterattack and bring that 3 up to a 4 before the enemy phase ends. Hopefully this doesn't crop up too often, but if it does, just try again. I hope you enjoy this game regardless.