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(The message limit poped up)

-that is sus.

-Sierra, I FORGOR to implement her class group to the class badge. *Skull emoji*

-Nothing to say.

-It didn’t? I thought I would say something like “Survive Yato´s monstrous wave”.

-Still saving it.

-The battle or the map chip? Because the battle seemed quite simple to me putting the bats aside.

-Huh, time to re-download the tsukito music again.

-One idea that I had is that as in FE1 or FE5, you will have storage houses where you can get your items and put them near the entrances, but I ended up scraping that up because why would they stay? Maybe I can fix that making them military post around the city or something like that.

-Maybe she wasn´t determined enough. Some people told me that Julius death should have been a game over, I made him the only one to retreat.

-The only problem is that the generics will still talk even if they are wiped out.

-Still saving it.

- :(

-For some reason it changed to that, the intended purpose was to be a kaga era fortify staff, aka, global range.

-Never got across that problem.

-The main problem with yato was that I didn´t make a lot of magic spells. For my main project, I made the weapon table and it´s forges, but only for the physical weapons, I left aside the knifes and magic spells: I literally had 3 spells dark spells, so yeah, he ended more annoying that I thought.

(But for your closing thoughts I will copypaste my another comment).

I can identify that my two mayor flaws were:

-My map, even a friend told me that it maybe was a bit too big.

-My time management because I literally skipped 2 valuable days. So, I ended making the defense phase way more rushed down than I really wanted to, for example I would have tried to make more phases like the last wave where the classes got mixed, but I ended up making them more like FE4 enemies where they have one boss and only one type of enemies.

My idea of the enemies starting way too far, where also for two reasons: first: to give the player some kind of “uptime” so they can “reposition” themselves (instead of forcing the player into the preparations screen, between waves) but the city was really big and while testing it was really clear that it was almost impossible to do so. And the other reason was to make the game feel more like a tower defense game, were you see the enemy slowly approaching at you, instead of them being ambush spawns (but in the end they ended up being like that, because I didn´t make an end player/ally/enemy phase command and so your units will have some uptime to run away).

So yeah, I´m taking notes to at least fix up some of the issues there, while I´m also making the conclusion (yes, I will try to fix the typos), but I´m worried even more on the music part, because in my tests it wasn´t an issue. But again, my apologies for giving you an unpleasant experience and thanks for playing.

Hey, sorry, I kinda had trouble following these replies since it was hard sometimes to tell which points you were responding to, but I'll address what I can. 

  • The music does technically loop, but unnaturally. It doesn't have a clean loop point - it fades out and restarts. That's all I meant
  • Re: walking speed - I didn't have a problem with the speed, but my plugin should have a run button if you wanted to use that one. That might help if you have concerns about the speed
  • Re: the Rockanroll tome - it's goofy but in a good way. I think it suits an unserious character like Jean well. It's great
  • A personal spear would need to have some kind of defensive utility to be good on Yua, like say a huge Avo boost vs certain weapon types or something. She doesn't need a weapon for killing things as she's already good at that - she needs the bulk or evasion to survive the big groups in this game, like what Julius has. This is an enemy phase game and she needs an enemy phase
  • Staff savant would also not be super good on Moore either since it's the staves themselves that aren't useful. But a buff to the sleep staff is exciting. With enemy groups being that large, at least a durability boost would be welcome :)
  • What problem(s) do the storage houses address?

Time management was a big factor of this whole game jam and even my game, much less ambitious than yours, took me until the last second to wrap up, and I had to cut some things too. It's pretty hard to judge how long things take to implement, but I hope if there's one lesson to take away from this jam, dreaming smaller is super important. The coolest part of your game is the team building, which takes maybe half an hour, and making another short, half-hour-ish level would have had the double benefit of a) making the game easier to make and b) making the game much easier for players to replay with a different team. A much smaller level, say a 25x25 tile cutout of the city, or a different area entirely, could have made your game more replayable and easier to make in the small time you had. I know, I know, hindsight is 20/20, but I hope this advice helps you for the next game jam :)