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(1 edit)

It's nice to see a tactics game in the jam for a change. The combat system seems to be pretty complex and well crafted but i think learning curve is a little steep. The how to play section is a nice touch and actually well made , it explains some of the mechanics of the game buti still got puzzled on how the  combat system works, i think it's too overcomplicated for a jam game and required further instructions.

I don't like that the characters and cards are entirely random. Every char starts with one free card but for example game starts a char with a melee weapon, that char has 4 max HP, it will go down with a single hit. I assign piercing arrow to a char, it can shoot only one tile away. One char starts with a teleport spell, but none of the cards in the card pool can be cards that can be useful with teleport and it's not a useful card by itself.  I didn't understand how combining the the cards work at all. You gave an example of shield and melee weapon on how to play section but i couldn't figure out to apply it to other cards. Also pls change the attack targeting system so players don't hit themselves. I hit my own character while trying to cancel the attack by clicking on the character and taking damage a couple of times, it was really frustrating :) 

 I like the Final Fantasy style character sprites and UI. It's a pretty polished game. It looks like a protoye of a FF: Tactics or Tactics Ogre kind of game with roguelike elements and it's successful at it to an extent. Into the Breach is a great example of a tactics game/roguelike fusion. I hope that you will create a game like that in the future. 

(+1)

Hi, thank you for your time and for your thoughtful review.

Yes, the combat system is complex for a jam game, if this becomes a real game I'll probably have to let the player learn at a slower pace. In the end this is the logic: each card has an effect and a condition for the sequence to continue, meaning to pass to the next card.

Yes, the starting pool is random, the player is supposed to think about his unit's stats and available starting cards. Concerning teleport, generally units that have that free card also have high HP, so you can use teleport to move them to choke points and use them as shields in the early levels. Units can target themselves or their allies because it can be useful in many occasions, for example to trigger the shield of one your allies or to trigger a damage-reacting card. You can also heal enemy units, which can be useful in some situations...

Again, thank you very much for your feedback, I'll soon play your game too :)

the thing is that you can't cancel an action with escape or another assigned key as far as i've seen. Only thing that works is clicking on an empty tile. This can cause player to misclick and you can't take back the action when it's done.  It's habitual for me to click on the character to change the command but when i click on the char without cancelling attack order, it gets damage. It works differently than most tactics games i played

(+1)

Once a sequence is confirmed (you used the first card), you can't cancel it by design, it's part of the strategy to decide when to commit.

Any unit must be able to target itself because it may want to heal, apply shields or other effects to itself too.

In the future maybe I'll a double click for confirmation so to prevent misclicks.

Thank you for the feedback.