Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Nice job! Creating an auto battler in a game jam is no small feat :D

I didn't initially understand most of the mechanics, but managed to stumble my way into winning quite a few battles.

You've got a nice variety of units to choose from, and from what I played it all seemed bug free as well.

Overall pretty sweet!

(+1)

Thank you!

I'd really like to know what explanations would have helped you get a smoother start into the game, to consider them for future projects. That's always one of the harder parts for me, since - as the developer - I often overlook what appears unclear to new players.

Yeap! I understand the struggle with new user experience all too well >.<

I'm not quite sure what explanations might help, but here's some info from my playthrough.

Until my first battle started, I didn't know my units would be moving straight ahead.

I still don't actually know what the lose condition for the battle is, whether it is having more survivors than the enemy, or if having at least one of mine alive is enough.

I found the text font a little difficult to read at its current size. Instead of fullscreening the game, my brain just glossed over the text and looked more at the numbers and symbols (I don't have dyslexia I swear). This means I also didn't really read the skills text, I just knew that the purple squares did "something". I didn't realise until now that it has a positive team buff, and negative enemy buff.

I'm not really sure what the timer looking symbol on each unit affects.

Attached is a pic of how the text looked for me, I dunno how much resolution size affects, but yeah a bit more difficult to read.


Ah, I see. Thank you for the explanations! I'll keep them in mind for future projects.

Just to leave it here for anyone interested:

- Win/Draw/Lose: If one side has no units left, the other side wins. Otherwise, if there are no more possible moves, it's a draw. The number of units left for each side determines the damage dealt in that round (with a multiplier depending on the difficulty). Win grants a bonus shopround to the winner and does not otherwise affect the damage.

- The timer represents the "Turn Delay" (couldn't come up with a better name). It determines when the unit is allowed to act, with smaller being better.

- The purple square is indeed related to the link effect. However, all link effects (positive and negative) always affect the enemy only. On lower difficulties, you have a higher chance to debuff the enemy unit, while on greater difficulties, the buffs for the enemy become stronger.