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Terminus Squad's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #4 | 4.111 | 4.111 |
How well does the game fit the themes? | #5 | 3.778 | 3.778 |
Audio | #8 | 3.556 | 3.556 |
How do you rate the game overall (you can consider fun, dev time, etc.)? | #10 | 3.556 | 3.556 |
Gameplay | #14 | 3.222 | 3.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
~6 hours for Part 2
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Comments
visually beautiful, the music isnt incredible but suits the game, the controls arent playable, couldnt get further than the starts, you could have done better. The universe seems cool tho.
Really loved the atmosphere & visual theme. Had a strong intention to play this one because I saw the visual themes; in addition, the thumbnail had strong resemblance to Warhammer 40k theme---although I am in complete blank about the story and mainly enjoys the board game. Everything for the visuals fit so well!
Really loved the gameplay concept overall, although I do agree with some players that my control is not exactly significant, but I think a lot of interesting strategies could be devised from this idea.
Fighting Xenos on a spaceship---would recommend. I wish to see more from this amazing game!
Thank you. I love the 40k minis and art work, but I have almost zero knowledge of the actual narrative world issue is the few games I've played. My original idea was the have the guys hunker down behind the crates while one opened the door and the xenos world tear through the crates to get to them, but making their logic work to get that done just didn't fit in the time window. I got as far as the aliens able to attack and destroy the crates, but their target selection wasn't smart and led them to getting stuck a lot. Maybe I'll look back into that for part 3.
It definitely feels more like an RTS now! I love the direction this is going. I think a little more emphasis on character control would be awesome. Right now, I have to just select all my guys and do mad clicking to run away from stuff as a group. If the game pacing was adjusted a little, you could have spots where you position your guys to defend a room or a doorway while another types in the code. Maybe boost the number of enemies that spawn, but slow them down a little and up the damage and range of the player's guns - That way it feels like you're really getting overrun, but with good planning and positioning you can survive.
Anyways, just late night thoughts. Glad you kept working on this!
Thanks for the feedback. Great ideas, and along the same lines I was thinking about how I can make it feel more tactical. :-)
Love this!! The new environment feels so much more like an interior than the previous one, so definitely an improvement there. The alien changes to the ship that happen looked visually quite cool, but I wasn't really sure what anything did. The door sequences are great to build some suspense, and the art rocks. I would love to see some more strategy be implemented however, because I feel like I didn't have much power to change a fight's outcome based on how I was controlling my units, other than running away from the enemies.
Generally though you did a wonderful job continuing your game, and I can't wait to see what's next.
Thank you. Yeah, I was thinking that same thing as I was doing my test runs at the end. As this is modeled after 40k, I think the Troopers need to feel heavy and powerful. The idea I am hoping to get in place for part 3 is that you have to position them, while another opens the terminal and then all scramble through the doors, but trying to get it all done in the short time frame is a real challenge, but I'll take note of your feedback for Part 3. :-)
This has come a long way, it's good to see you doing these little guys justice! The camera following and level design were must-haves. The door code and door opening sfx are really useful for understanding what's going on and creating some drama, and the music coming in on the comms is perfect for the vibe. My poor little guys keep getting eaten in the first level boss room, but it kept me going for many tries.
Yeah there are certainly some performance and balancing issues that need to be ironed out. Hopefully the theme for Part 3 doesn't end up being a huge lift and I can spend more time on those things.