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The Tournament's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Ambience | #44 | 3.667 | 3.667 |
| Creativity | #70 | 3.542 | 3.542 |
| Overall | #83 | 3.125 | 3.125 |
| Theme | #90 | 2.958 | 2.958 |
| Gameplay | #99 | 2.958 | 2.958 |
| References / Humor | #127 | 2.500 | 2.500 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit into the theme?
The game features chain modifiers - while they are not the main mechanic of the game, they are really important, since it is almost impossible to pass the levels without them (there was quite a struggle with balancing the game xd)
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Yes!
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Comments
I liked the idle movement of the dragoons in the waiting/evolving area, but sometimes they'd move over one another/too close to the incubator and it would become really hard or impossible to select the specific dragoon I was trying to move into my field. I didn't realize there was a tank on the field at all during the first level because click and drag to scroll was a bit finnicky and I thought I was already at the end of the map because of it. I also only realized there was more than four levels on the level select menu because I hit my scroll bar accidentally, I think this menu would be better laid out if no scrolling was required at all to see the other levels (or an arrow indicator to let the player know there's more stuff above the visible area of screen). The art and atmosphere overall was very lovely and the strategy was pretty engaging!
The sprites are so cute! If the gameplay was a bit faster or I had something to do in between waiting for the eggs to evolve, I could see myself playing this for a long time. Overall, fun game!
Thank you very much! There was originally supposed to be out of fight progression to improve spawning / evolve speed, but that never came to pass lol
Beautiful game! The sprites are cute, although they can't be picked up easily due to the mouse detection. Good job!
Thank you! I have done my best to fix that problem but it is far from perfect still :L
good game
It's a chilled game. I can see the effort in the ambience. And well, there's not much to say besides the already mentioned QoL stuff. Nice job.
I want to say how impressed I am with the pixel art!! It is very, very pretty! The background art sets such a great ambiance to the game. I love the orange hue over everything. All of the Goons and Dokibird has sprites that stand out very well.
Having the eggs grow the longer they stay in your area is so unique. It made for good strategy, whether I hold off my Egg goons to hopefully have them evolve, or just send them off wave after wave. It was fun seeing this two-tiered layout.
The main menu and level select was nicely done too. Self explanatory and easy to see.
Great work!
Thank you very much!!! Cute pixel art is what I do :)
I liked the really relaxing music which was chill, I liked the pixel art too. Le egg was very egg and le dragoon was very dragoon. I think people have already mentioned some QoL stuff so I just wanted to say that overall, I really liked the game!
Hehe thank you very much!!! While the game is incomplete I liked how the designs turned out for the units :)
I agree with the previous feedback. I like the concept but found the implementation of the map a little confusing, there are some "QoL" issues (if you choose the tutorial and then retry the level it plays the tutorial again, and it has really slow text speed), and maybe I missed it, but I didn't see anything that told me about the current "status" of the chain reaction or when it was being activated.
That said, this is very impressive as a solo jam effort and I think (if you want) has the starting pieces of a game that could be really relaxed and fun.
Thank you for feedback! The tutorial was supposed to have a "skip" button that would move you to the next section of tutorial to speed it up, but it was buggy and I removed it :(
The artwork/animation is absolutely lovely. The color palette & pixel work between both game and itch page made for a very cohesive design and it meshed well with the music. I found the disconnect between the war themed game play and the relaxing music pretty funny though.
I don't really have any critiques but I do agree with OneThatEatYou's pointers.
Truly, this felt like a complete game and I believe the only thing that stopped you was the time limit. As a solo dev, fantastic work!
Thank you very much!!! I figured that the calm music will fit the game more since it isn't action strictly speaking, but on the second thought it might be too calm xD
Great submission. The gameplay is pretty interesting and different from what I would expect. The chain modifier added a nice twist to the gameplay. Some gameplay issues that I want to point out are:
- Slow gameplay: I usually stay idle for the fist 20 seconds before starting to place my goons. It might make more sense to speed up all the evolutions by half the required time.
- Map too long: I did not realise that the map can be moved until the second level. It would feel better to zoom everything out so that so that both the player and enemy base is visible so that the player can see what's going on.
- Naming: I don't know what's the name of each dragoon evolution
- Evolution: I don't know how long each dragoon takes to evolve. Having a % bar instead of the time would make more sense
- Chain modifier visuals: I have no idea if I am triggering any chain modifier. Some effects whenever a chain modifier is achieved will be really helpful
I can see a lot of potential for this game. Good job on it!
Thank you very much for playing and for the feedback :) Originally there were supposed to be little animations that would tell the player if they triggered the modifiers and a little manual with all the unit types but I ran out of time :( Having the bar instead of text is actually a really good idea, idk why I havent though of that xd