Lol this was unexpected and delightful!
Lots of fun as it was, but I could totally imagine some obstacles poping up, or even a brick breaker mechanic.
Well done!
Yeah one of the main challenges of creating this mechanic ourselves is that we haven’t seen it before, so it was hard to figure out exactly how it should work/feel.
There were more ambitious ideas that lead to this clunkier interface that was cut in the last 2 hours of dev time - I think this would have really benefited from a more streamlined selection process.
Thanks for your thoughts and for playing our game :D
Thank you for your thorough feedback!
Yeah I feel like this would be really hard to engage with on a trackpad - that being said the mechanic absolutely needs some refinement and polish.
Personally I really like the 2 choice progression cadence. If I were to do this again, the hope would be to have more choices, that were maybe smaller, but more meaningful, e.g. you can choose to upgrade an existing move, or get a new move, but if you don’t choose the new move it never shows up again.
Anyway thanks for playing and for the thoughts!
Oh my gosh this is the best jam game I’ve ever played!
Personally I love tactics games, and have always wanted to make one for a jam, but felt that this would be too challenging to convey all the info that’s needed, as text seemed like a must for a clear tactics experience, but you all pulled it off so well that I’m inspired to try next year!
I have to say I had such a great distilled tactical experience, there was just enough to keep me going, and never too much to make it hard to continue playing, congrats on such a great, simple, and clear execution :D
The sprite worked was fun, and when I saw that necromancer raise the dude that died next to them I was so blown away - you all had some really fun stuff going on here.
Lastly your song is a fuckin’ masterpiece :D
I was just sitting here laughing and dancing, what a great entry, and a real source of joy - thanks for making this!
I am absolutely astounded!
I played the game as you’d think it should be played, enjoying the banter, but when seeing those negative numbers I knew I was doing something wrong.
When I realized the true goal of the game I was blown away at how well crafted this whole thing was. Really fun, and I loved that discovery.
11/10 would send an innocent Flumpo to jail again without a second thought.
Berwn’s a kind spirit, the kindest I know! It’s a shame Afagddu mocks her so…
Oh my gosh I had no idea when I started that someone could make Zelda in two weeks!
The map is essential, and the game as a whole was a delightful experience!
I unfortunately got stuck between some tiles while fighting the first boss, and my save didn’t seem to load when I reloaded :(
Other than that though this was incredible, great work :D
P.S. The music was incredible!
Wow thank you so much for your thorough depiction of your experience with our game :D
I agree - the icon design wasn’t well executed, and having made those icons myself I can say it was my failing alone.
That being said, I do think if I were to remake this at a higher resolution, the icons would be greatly improved by that alone.
Excuses aside I think the system worked out well and felt fun and compelling, I’d love to explore this mechanic more in the future to see how it can be improved and refined.
Thank you again for playing the game, and for your thoughtful feedback :D
You are spot on I think - I wrote the description of how to play after staying up all night to finish the entry, I think your description is quite apt, and will use it to craft more clear instructions.
So thank you for concisely expressing how to play :D
Yeah one of the challenges when making something you haven’t quite seen before is that you’re not quite sure how it should look or feel - that being said I think there is some promise to this mechanic, and lots of room for improvement/refinement.
We really appreciate your thoughts and kind words, thank you :D
Thank you so much for playing and your kind words about the mechanic!
A real challenge of bringing something we haven’t quite seen before into fruition, is we weren’t really sure what it should look or feel like - so I agree there is a lot of refinement that can be done here.
This was especially limited in regards to the 64x64 restriction, as the icons for the action tree are already quite large, and none of us are proper artists, so bringing clarity into such a small space was difficult.
I think there is a lot still on the table to explore to make this mechanic feel right and I look forward to someday diving deeper there.
Thank you again for your great and kind thoughts! :D
Thank you so much for playing, and for your feedback!
I’m so glad you enjoyed the mechanic, and I agree that there is some balancing issues in general.
The levels and many of the abilities were thrown together in the final hours of the jam, so there’s some real refinement to be made.
If we explore this game more, we’ll keep your thoughts in mind - thanks again!