I’ve cleared the demo. I’m a hardcore fan of grid-based tactics games, and this combination of authentic chess-like movement is incredibly fresh. The shared buff selection each round is a standout feature, and the various characters and overall combat flow are engaging. I just played through in one sitting.
Here are some thoughts or bugs:
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Character selection at the beginning needs clearer role indicators: melee, ranged, support? or which chess piece their movement resembles (rook, bishop, knight?). Otherwise it’s just blind picking.
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End Turn actually means “save energy and proceed to next round.” It needs clearer explanation to avoid being mistaken for a mandatory “finish your turn” button.
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Characters with remaining energy need UI indicators. The “restore 2 energy points per turn” mechanic also needs to be explained.
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During player turns, enemy movement and attack ranges should be clickable or hover-previewable. Memorizing every enemy pattern is unrealistic.
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Dice rolls may conflict with damage randomness logic. I rolled a 20 but only dealt 11 damage, it was confusing. Showing dice values doesn’t feel essential, removing them entirely might actually be clearer.
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[Bug] Life Steal tooltip shows “25” without the “%” symbol. Seems all percentage tooltips have display issues.
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[Bug] When already having three cards later in the game, choosing “New Card” costs money but doesn’t open the draw interface.
For a full game, I’d suggest expanding beyond this core loop some meta-progression: upgrades, or story elements would strengthen replayability. I’ve always considered grid-based tactics a niche genre, but the recent explosion of Mewgenics proves its vitality. I’m confident your game will make a strong impression too!
If you’re interested, you can try my game: https://gamefang.itch.io/tramp-become-president

