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Hey, great job on this game! It's a very smooth experience. Here's some more detailed feedback:

Design [3/5]: I like the idea of changing classes every time it's your turn. I think that idea is ripe with potential for an engaging tactical RPG. Having said that, there's not a lot of depth here. I wish that changing your class made more of a difference than simply changing which classes you are strong and weak to. Basically, the only decision I ever had to make while playing this game is "do I attack right now, or do I run away and wait until I get a better class for this situation?" Being forced to run away and wait for your class to change so you have an opportunity to attack was a really cool idea the first time it was presented,  but it outwore its welcome quickly. I wish that the different classes also had different movement options and different attack patterns, because I think that would have pumped the game up with more meaningful tactical decisions to make. I think this is a nice game, but I don't think it has enough variety to remain engaging for longer than a couple minutes.

Adherence to the Theme [4/5]: I think the claim that you have "only one unit" is debatable. I think you could just as easily argue that, on some levels, you have three units who all occupy the same space at the same time and take turns in combat. However, even if you look at it that way, I guess you could say that, though you have three units, they all occupy "only one" space on the board and share "only one" health bar. It works with the theme, but I'm not completely sold on the idea.

Originality [5/5]: I think this is the strongest selling point for your game. It's a very unique idea. I haven't played a lot of tactical RPG's in my day, but I've never seen one with this sort of twist before. Usually, tactical RPG's are about managing an army of units and their positioning, and this game puts a nice little twist on that concept. Nice job!


This game is ripe with potential, and I want to see you do more as a game developer. Overall, I just want there to be more variety: more movement options, more attack patterns, more enemy types, and different levels with walls and other obstacles, and more classes to play as. Please continue to make games. This is one of the most well-put-together submissions I've seen in the entire jam. The enemy AI is programmed extremely well, the graphics are smooth and easy on the eyes, the sound effects are nice, and the game is bug free as far as I can tell. You're obviously talented. Keep up the great work!

(2 edits)

Hi, I think what you're looking for comes at Stage 7, that's when the Archer is introduced. And the Mage is introduced later. These units really change how the game is played and put a lot more focus on positioning than just weaknesses. Thank you for the in depth review :)


But yeah, how the theme fits is definitely a matter of perspective. For me, I made the game looking at the player as one unit, but they just change class every turn rather than several units in one.