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(+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.