Good luck either way, I think you can definitely keep this artstyle in mind for future tinkerings at the very least!
Tuile
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Neat combination of ideas, and the gameplay works - albeit it took me a bit to really figure out how to play it.
Level 1 was really fun to figure out and rewarding to manage! Level 2 seemed too hard to nail, which is where I had to quit. I would die very early in this kind of role, is what I learnt from playing this game. Thanks for the entry!
The controls weren't very comfortable, and for some reason, I just couldn't interact with the map in some tries. I did manage to decode the code and coordinates fine, but it would have been nice if the cypher and the code looked the same. There seems to be a very small margin for it be "rightly" dialed in, as pictured in the image above. The room itself looks really well-built! Thanks for the entry!

Neat room. The experience helped me resonate with the lifestyle of someone living in those times, which sadly also felt similar to COVID-19 times. I did end up going to the factory first like a good little worker, but eventually made my way to the bakery, which was a little confusing for me. Wasn't sure what else I was supposed to do except survive, but I do hope the persona gets to fix their windows. The glow from the stove was especially neat. Thanks for the entry.
I like the idea of more stimuli as rewards - the wave voice-overs were kind of meant to be that for this version, but more can't hurt. The zoom-out resolution really did us in - we actually do have two different kinds of vehicles, but you can't tell too well at this res. Thanks for sharing your ideas and for trying it many times!

Really cool core gameplay, although at some point it feels too easy to manage a win state. Small note though that at some point, there was an overlap in ships, and it wasn't recognizing that I did get all the ships! Very fun to play overall. The sfx also feels very immersive. Art and UI scaling needs polish, I’d say, but it is rather cool to see the different ships in the game scene. Thanks for the entry!

Fun ambience! Shooting them in the chest didn't seem to work, so I had to become a headshot specialist! The chill soundtrack between shooting fests were a decent break. The shooting sfx was a tad too loud for a game with no internal settings. Otherwise, solid game that shares the experience of getting used to the act of killing, and the moments of normalcy that a soldier may experience! Solid entry! Thanks for joining us this time!

The text in bulk describing the different personalities in the Characters tab could have been better formatted. In-game, I couldn’t completely tell what was happening! Eventually, I just ended up managing to shoot people down, and that’s what I focused on! Eventually, that did feel pretty immersive! Thanks for the entry.

Very cool concept and well-made! I had a hard time distinguishing which plane was the “main” one that I should use to target, but overall, once I got the hang of the tutorial, moving to the main game was daunting and interesting! I found the controls a bit confusing at first, but I got there eventually. I’m not sure if the UI got cut or not, but this side-eye was amazing to have on the side! Made me chuckle here and there.
Thanks for the entry!
I can tell that it's one of those games that had a lot of thought put into it! I unfortunately got confused, and couldn't really play it as how it was meant to be played. The pop-ups felt confusing, and there was a lot going on in the screen. Will you be working on this further? Thanks for making it!
I was in the shoes of Turing, and felt his impatience and stress as I dealt with the BIS (it helped that I only spoke to his back). Really immersive experience, although I got stuck fairly fast while trying to solve the cypher. I probably lost the script along the way of what to do, but would love to know how it’s meant to be played! Thanks for the entry!

The aesthetic and audio choices made are great for this little jam game.
Despite the typos laced throughout the UI of the game, you get sucked into the ambience and mindset of the “ally”.
Dragging the army units forward once you’ve progressed a certain amount in the game was a tad tedious - I wish I could have them closer to the front of the line as the game went on.
The difficulty didn’t feel too high, but I can see the potential of raising the bar, and how it would get more elaborate with more gameplay. Well done, and thanks for the entry

I had a nice time walking around the patrol, the tension was there where I had to anticipate things that may happen at any point. However, I couldn’t really get into the gameplay. I saw the light in the house, and my first impulse was to knock, and being able to do that, and not really knowing what to do, left me a bit confused. Regardless, really immersive, and I’m sure I just needed a bit more guidance to know what to do. Great job and thanks for the entry!
So sorry for all the fleeing units! Yeah we essentially ran out of time to implement the right side of the UI, a more interactive tutorial, and messed up the resolution on export. I managed to bargain with my dev for an "undo button/reset current turn button", for an easier mode! The fact that you really have to think through your steps is part of the game's intention, but I agree that the board not being super visible, and at times, bugging out as it is, is not helping! Thankfully, most of these issues are already fixed for a post-jam update.
The voiceovers and making the music in a new software were both really fun to do! Appreciate you trying the game out!
I realize that I should have added a screenshot showing that the black rooftops are just regular house tiles. I agree with you that without the full-screen/higher resolution that had been planned for this + some shader things, it's that much harder to pick out everything in the scene. Would have loved to have had the time to build out a proper tutorial, and the UI on the right is entirely unimplemented, which is more of a scope issue. Lessons learnt on exporting far sooner than we managed to this time.
Lose state of the game: It may be that you let too many houses get destroyed (there is a /4.0 gauge at the bottom of the state list with the people icon, you lose a full heart if you forget to activate bunkers before a raid, or 0.5 heart if you let a house burn) , OR had only one unit left on the map.
Thanks for trying it, and for the feedback!
This game was made 3 months prior (according to your game page), which breaks the rules of the jam. I'm only just circling to this now as I review all the games, and it slipped my radar. Unfortunately, this means this is not a valid submission to the jam. You may share on the self promo channel in Historically Accurate Game Jam's discord community, but that is the extent of it. I'll be going ahead and disqualifying your submission.
Thanks for already giving it a try! We didn't get to implement the in-game tutorial unfortunately, but if you look in the tutorial text of our jam page, and the screenshots, given that it's turned-based game with no full-screen, maybe you can pretend that's in-game? XD
I've actually never played Into the Breach, but now I'm interested! I did add in some speech quotes from Churchill, well spotted!
Great job, everyone! You’ve made it to the finish line. For those who weren’t able to submit this time, Feel free to share the work that you did manage to complete in #self-promo!
For those who got their submissions in before the deadline, 👏 👏
Now is the time to show off your analytical skills and leave constructive feedback, or just kick back and enjoy a few games. Don’t forget to leave honest ratings for the entries you play!
Here’s our two-cents on the topic: [**How Do I Rate Other Submissions?**](https://itch.io/blog/866687/how-do-i-rate-other-submissions)
Like every HAGJ, you have an extra hour to get the game properly submitted.
Good luck!
P.S. In case you're having trouble: [**How do I Submit My Game?**](https://itch.io/blog/866709/how-do-i-submit-my-game)
Without further ado, here’s the theme vetted theme list, an impressive list of 25 themes out of the original 37!
Here’s the vetted HAGJ12 Theme List:
- Scientific Revolution
- Pre-Colonial Life
- Yugoslavia
- Oligarchy
- Uncensored History of Your Country
- The Fall of Empires
- The Age of Exploration
- Food & Culinary History
- Surveillance Technology
- The East India Company
- Crime and Punishment
- The Invention of Printing
- Saints' Mental Health
- The Discovery of America
- Microhistory Case Studies
- Calendars
- Survival during the Stone Age
- The Lives of English Storytellers
- Recruitment for Emancipatory Movements in the Ottoman Empire
- The North American Fur Trade
- Tower Wars between Rival Factions in medieval Bologna, Italy.
- World War 2
- Unsuccessful Betrayals
- The Consequences of Neutrality
- Timekeeping
What was removed: TL;DR:
- Repeated Themes from previous jams, as well as vague themes have been removed.
- Certain grammatical amendments were made, and two were combined with others.
- Themes that were similar or related to each other within the suggested themes list, were merged.
- Some themes were slightly re-formulated to read better.
Check out the Complete List of Suggestions and How They Were Vetted
What's Next?
Please vote for up to two themes that you like, here.
You have until the 15th of January, 16:00 GMT+1 to decide!
The Final Theme Round will begin as soon as soon as the results are announced, on the 16th of January, 16:00 GMT+1.
--
Join us on our Discord Community for HAGJ, if you would like to discuss with other history enthusiasts and prepare for the jam!
We’ve gathered up 37 Themes (unfiltered/ungrouped)!
Thanks to everyone that sent in a theme suggestion!
Both vetted and unfiltered lists of themes will be released tomorrow, to signal the start of the Top 10 Themes Voting Round.
See you then!
Join us on our Discord Community for HAGJ, if you would like to discuss with other history enthusiasts and prepare for the jam!
Thank you! I am saying this to the programmer as well - but they don't believe me. :D I just told them "Seeee!?!" after you posted this comment. We tried to be very careful with the MVP scaling, but there are still things we left out. The monster in the key collection room is actually a completely scope creep monster (I drew it for fun), and that was how it was named in the engine too for a while. Just a fun anecdote for us to share. Thanks for the feedback and for playing our game!
Yay for painless tutorials! Since this was a jam game, we didn't want to bloat the gameplay too much with exposition, but there is soo much to the 3 masks story that we have left out in this version. Glad to know that it sparked curiosity for you. Thank you very much for the feedback - the deaths can be very annoying, but it's great that you kept going regardless. :D













Really cool shaders, and overall gameplay mechanics! The RNG of the dice rolls kinda did me in, but it's the kind of game I'd want to play a few times and really get to know the whole story! Absolutely fantastic job!