Interesting game. I like the concept, but some kind of tutorial or an explanation of the battle system would be useful. I was very confused while playing^^" A visual indicator when your move is out of range would be helpful too. AdvAnce Wars for example uses different colors, which is obviously not an option here, but something like a cross when the cursor is out of range would help.
I really like the atmosphere that you created. I hope that you'll work on this game after the jam, because I would like to see more of it^^
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Phantom Fright's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameboy-ness | #10 | 4.550 | 4.550 |
Graphics | #48 | 4.150 | 4.150 |
Overall | #72 | 3.612 | 3.612 |
Audio | #112 | 2.850 | 2.850 |
Fun | #124 | 2.900 | 2.900 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Not much to say that hasn't already been said, but I thought it was really original that the main mechanic was about healing instead of attacking. Good job!
Really interesting game, love the atmosphere and sprites. As mentioned by other commenters, it could do with a bit more explanation of the gameplay, maybe a short tutorial, but otherwise its really good!
Nice little strategy game, kind of reminds me of advanced wars in some aspects. Some of the things i would consider maybe before jumping right into the game would be a control layout or even battle tutorial. You went through a lot of work with the story and cutscenes, it would have been nice to have like the first 4 turns show you where to move and explain which each thing did. I think this could have wrapped up the project so nicely but man I m sure you spent a ton of time on just the cut scenes alone!
Aesthetically i think you did a fantastic job on 80% of the game. Everything was so well done but i think the main hall you go down was a bit busy or too dark. I know its suppose to have that haunted house vibe and probably dark inside. but there's so much "texture" on the back wall it was just a bit difficult to tell your points of separation. The red room was a lot better how you had less detail on the wall but more detail on the floor. I think you could have gone with dark walls lit by candlelight highlights. and that would have keep that creepy but dark vibe.
Great job!
Oh man, thanks so much for the focused feed back! Full version of the game is a ways off, it'll be developed from scratch. I'm so honored the cut scenes felt polished enough, I did em Sunday afternoon, well I did all the game structure Sunday. Saturday all I had was the game play for one room. I really like your thoughts on lighting tricks to bring out contrast and mood. Really valuable feed back, thank you so much!
Very legit! Great GB aesthetic and really ambitous for a jam. Nice job! :D
Great gameboy aesthetic and story. It was quite fun to play through and had some real good writing!
Really great gameboy aesthetic. I get a big undertale vibe from the theming. Good job!
Oh man, a turn-based strategy game, awesome! I like the art, and the dialogue was well-thought out. It needs a little more polish around communicating the restraints of combat and whatnot to the player (like out of move range indicator), but those are related to polish which is inevitably a little less during a game jam, so no big deal. Great job in the time allotted, and I”m looking forward to seeing what you make in the future!
Great little game. Really love the art and colour palettes, and I admire the ambition of making a tactical game in the time available.
There's so much potential here! I really like how it mixed the standard "gameboy style" adventure with tactical gameplay. My main criticism is the lack of explanation for how to play and feedback of how the battle is going - for example, i had no way of knowing how much health either your characters or the enemy had. Other than that though, you did a great job!
Looks great. Is a book. Maybe it's a question of personal taste, but for me at least, it was a bit too much on the reading side of things.
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