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Ahh all the spritework is so beautiful. And the gameplay has an impressive amount of depth and volume.

I have a few minor nitpicks. I ran into a couple of bugs on the web build where after cancelling a movement, the left-side panel that displays the info of the targeted entity would break. I wish those panels also indicated whether the mob on the targeted tile was friendly or an enemy. It is not necessary for most mobs but with the egg sprite it’s a bit hard to see. Oh and the music restarting every time it’s my turn got a little annoying towards the end.

But like I said these are minor nitpicks and I really like the game! If you intend to keep developing this after the jam is over I would love to play it again!

(1 edit)

Ha yeah I see the bug! Is solved, the next version will have the correction ;p

For the indication if it's an enemy or not I don't know if it will break the rule because it's not a bug per say so I won't do anything about it for now. But it's a good point, that and giving a little something to the egg to differentiate them more easily ^^"

I'm actually wondering what game I should try to code next! But if I want to continue this game I would have to remake a lot of things. I rushed it and made a lot of errors in the design which make adding new features... perilous. I'm putting shitty code on top of shitty code for a week now and I really need to remake big part of the code, maybe even start from zero and vampirize the good part old project for the new one?

Could put everything I wanted too, commander with abilities, battle animation, mint fantôme that ignore defense, nimi's tapir that heal, hat factory to upgrade unit, fog of war, system for in game event (dialog when you kill x unit, event that spawn unit), system of train transport to move unit station to station, online multiplayer... Lot's of things ! x)

Anyway, thanks for the feedback!

edit: the bug is not gamebreaking, I will wait until the end of the jam to make a patch ^^"