I like the visual style of the game and how the turn-based mechanics feels right.
This game's unique mechanic of picking up enemy abilities reminds me of various Japanese comics (manga) featuring abilities like this. The concept is unique, and executed very well in this concept as the central mechanic of a turn-based RPG puzzle game.
It was truly amazing to have this kind of puzzle game. Never think of that when it comes to Skills up game. Great choices~
This game was a unique strategy game that allowed the player to predict enemy movements, making it very interesting.
It's a fun strategy game that involves making strong decisions to win the game. The game tests the player with AI for each enemy and the power ups add diversity.
I played it in class. It's smart, it does a lot with a little, and it looks good. Closest thing to a genuinely formed game so far in class IMO. The idea is good, it works well, and it's fun to be a blue mage type character.
I thought that the game feel of this game was underrated. I loved the idling animations as well as the movements. Additionally, the board is not overly complex, allowing the user to get the hang of it quicky. I loved how the grid size constrained the paths of the characters to induce battles.
The game really did a great job for requiring the players to apply strategy on their gameplays.
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What could this game have done better?
****************************
Maybe the UI can be done more fit into the theme.
The turn order lock was a bit flawed, as the player could spam moves. It was also difficult to reach the ranged enemies without them firing on you at least once. For the ranged enemies to work, there must either be a change in their AI or ability to allow for the player to approach without being punished.
The UI can have a little bit improvement, since the first time player may not figure out how to play, like what is the clock means, and how to select move or attack.
I think the game itself was very well made but the controls could have been a little more straightforward.
The controls feel a little wonky.
I had a hard time telling the difference between the base goblin and the hook goblin visually. I think this game will have an inflection point when you build it out where you need to choose between fully puzzle levels or just strategic combat
I did at first think that the game mechanics/controls were a little bit confusing. Also, one of my only other initial critiques is that the UI for actions was a little less intuitive than the board itself.
Can add more constraints for the player or more skills for the monsters since the current game can be speedrun somehow
Comments
What did this game do well?
****************************
I like the visual style of the game and how the turn-based mechanics feels right.
This game's unique mechanic of picking up enemy abilities reminds me of various Japanese comics (manga) featuring abilities like this. The concept is unique, and executed very well in this concept as the central mechanic of a turn-based RPG puzzle game.
It was truly amazing to have this kind of puzzle game. Never think of that when it comes to Skills up game. Great choices~
This game was a unique strategy game that allowed the player to predict enemy movements, making it very interesting.
It's a fun strategy game that involves making strong decisions to win the game. The game tests the player with AI for each enemy and the power ups add diversity.
I played it in class. It's smart, it does a lot with a little, and it looks good. Closest thing to a genuinely formed game so far in class IMO. The idea is good, it works well, and it's fun to be a blue mage type character.
I thought that the game feel of this game was underrated. I loved the idling animations as well as the movements. Additionally, the board is not overly complex, allowing the user to get the hang of it quicky. I loved how the grid size constrained the paths of the characters to induce battles.
The game really did a great job for requiring the players to apply strategy on their gameplays.
========================================
What could this game have done better?
****************************
Maybe the UI can be done more fit into the theme.
The turn order lock was a bit flawed, as the player could spam moves. It was also difficult to reach the ranged enemies without them firing on you at least once. For the ranged enemies to work, there must either be a change in their AI or ability to allow for the player to approach without being punished.
The UI can have a little bit improvement, since the first time player may not figure out how to play, like what is the clock means, and how to select move or attack.
I think the game itself was very well made but the controls could have been a little more straightforward.
The controls feel a little wonky.
I had a hard time telling the difference between the base goblin and the hook goblin visually. I think this game will have an inflection point when you build it out where you need to choose between fully puzzle levels or just strategic combat
I did at first think that the game mechanics/controls were a little bit confusing. Also, one of my only other initial critiques is that the UI for actions was a little less intuitive than the board itself.
Can add more constraints for the player or more skills for the monsters since the current game can be speedrun somehow