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TileQuest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #1 | 4.250 | 4.250 |
Level Design | #2 | 4.000 | 4.000 |
Overall rating | #5 | 3.875 | 3.875 |
Player feedback | #7 | 3.125 | 3.125 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I really like the turn based combat, however at first I did struggle to properly use some of the items like the long range throwing knife. I also experienced a bug where multiple of the main character were spawned at once, though the other copy did not move. The puzzle element is great though and reducing the amount of turns taken really helps with re-playability too! Great work!
I really enjoyed the art style of the game. I've always been a fan of similar games like this so it was nice to see. I think moving the end turn button out of the attack panel would help out as well as giving some more information earlier on about the powerups or just locking them all together. I did encounter the soft lock on level 3 as well and it seems to be caused by skipping through the text before the camera reaches its destination. Other than that, Great job!
The credits do not list the sources of your assets. Did you make everything yourself?
The User Interface of the 1st Level is a bit of a sensory overload. Even with the tutorial, it was difficult for me to be sure of what I was doing. I would suggest moving the tutorial to an optional "training ground" where it could possibly be much more straight forward, and hide or reveal User Interface elements as they're needed.
So, I used a software from the unity store to make the characters, and then created custom tiles from another pack. Both of the packs were from a foreign source that did not really communicate how to credit them. The pack that the characters were created from in particular was an Asian language and all of the English was very broken and difficult to work through. I ended up deciding that since it was a project that was free and there was no money in, I would just list myself for programming and design.
I kind of agree with you on the tutorial. I was originally wanting to go with a similar idea, but I ended up deciding that I wanted to allow players access to all of the abilities if they are replaying the levels. I think if I went back and did it again or did a further release I would do something similar to what you described in a more dedicated tutorial area.