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(+1)

I was looking forward to seeing this finished, and you absolutely delivered! For how little time we had, there is a lot of stuff packed in here, and all of it works. I love the idea of the angst meter, and all the collab abilities are also well thought out and fun to use. All the little touches, like the character cut-ins and the mission report, add a lot of charm.

Really, I would be reaching to find anything to critique (other than obvious things outside the scope of the jam, like “add more content” or “create more custom assets”), but if I had to, the controls could probably be tweaked to be a bit more intuitive. I can’t give you a concrete example off the top of my head, but from memory I feel like most of the tactics games I played required fewer clicks to perform basic actions, like moving and attacking.

I’d love to see you continue work on this, it’s been my favorite game so far. Great job!

Thanks for the kind words!!

I definitely get the feeling that there's something I can do to streamline the controls/interface. I think this game's a bit more complex than other tactics games, since you can perform actions on your turn in any order (i.e. have Gigi Attack, then Cecilia do a collab, then have Gigi move) as opposed to some other games where the action order is always something like "Move and then attack." I'm tempted to automatically select the move action when you select a unit with movement available, but I also want it to be clear that you can do other actions before moving.

My mind's definitely racing on ways to expand this game into a full experience. :)

(+1)

The RTS player in me would love some hotkeys to select characters and actions (maybe 1-2-3-4 for each character, Z-X-C for Move-Attack-Collab)