Cool idea. It's very difficult to make tactical or menu-driven games work in this resolution, but I think your concept got most of the way there. I'd love to see this one popping up again later.
Play tech demo
Battle Commander's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Authenticity (use of resolution restriction) | #274 | 3.004 | 4.750 |
Visuals | #301 | 1.897 | 3.000 |
Overall | #324 | 1.739 | 2.750 |
Gameplay | #330 | 1.265 | 2.000 |
Audio | #333 | 0.791 | 1.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
I worked alone but it was a fun experience.
Was the resolution a challenge?
Kinda, but with the low resolution certain things were more forgiving.
The biggest challenge I faced was trying to explain all the different mechanics. Despite being incomplete, I feel like I did a good job at it with the mechanics I finished.
I used a lot of timers.
What did you learn?
I entered wanting to make a menu driven game and worked out a fairly competent button event system.
However, I focused too much on the engine behind the game that I left gameplay till the last minute and was unable to complete it.
I'm still submitting it despite being incomplete because I'm still proud of what I accomplished and with a little more time I'll have a game. It won't be ready for the jam, but it'll be ready sooner rather than later.
The last time I decided to just not submit my half-finished jam game, it took me years to finally commit to something. Not looking to repeat that mistake.
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