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Zero-Footprint Society's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.167 | 4.167 |
Graphics | #1 | 4.750 | 4.750 |
Audio | #1 | 4.417 | 4.417 |
Theme | #2 | 4.083 | 4.083 |
Gameplay | #2 | 3.750 | 3.750 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Certainly has a feel of quality about it, from the mechanics to the visuals and audio.
There are some things I can't figure out though. Most notably, I'm not sure what "Overwatch" does.
One time, when I ordered a unit to shoot somebody to the right, the unit instead shot directly forward/up (90 degrees off). o_o
From what I undertand:
If you put your player into "Overwatch"-mode, it'll show tiles in a radius in red.
If an enemy now enters this section (while you are still in Overwatch-mode) your player will automatically attack them during the enemies turn.
Theme:
Interesting idea to combine xcom-style movement with a limited amount of
steps. That step-counter really give a certain "feel" to it.
Gameplay:
Really good. Nothing more to add. Pure spamming doesn't work, the
player is forced to play at least somewhat tactical. Different guns used for
different situations, different setups, ...
Graphics:
Top notch. The characters, background, sprites, and so on.
Audio:
Steps, Music, effects,... all there!
Additional notes:
Damn that's some high quality stuff.
Bugs I found:
Sprites don't render correctly when standing in / infront of a snack-machine.
After dying and restarting, I'm not able no finish a round.
On one round I was able to teleport the player as it started the movement
radius from the enemy. No idea how to reproduce though.