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A jam submission

Unnamed Tactics GameView game page

Submitted by Kurikaeshi — 2 days, 14 hours before the deadline
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Unnamed Tactics Game's itch.io page

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Comments

Submitted(+1)


Lost when my allies died. I'm really a fan of tile combat games like gladius, so i enjoyed this game quit a bit. The auto text is a really good feature that you included.  The strategy combat with healing and positioning felt good. I would consider putting a back button that can be clicked on for the menu pages. I get that each 'team' has different colors under their characters but maybe different color outfits would help with team identifications. Also who was leveling up? Me?  Great game and hopefully you find a name for it. Look forward to seeing your progress and I'll be playing your updates in the future.

Developer(+1)

Thanks for playing and giving feedback!  Level ups are for your individual characters, the name of the character leveling up should be visible on the level-up screen, but if you didn't notice it probably is not as prominent as it should be.  Based on both your and elb.dev's feedback it seems like I need to give players a few more turns to reach the ally unit before he dies, since both of you gameover'd from his death.  The intention was to force players to play a little more aggressively by having a ticking time bomb in the middle of the map that they have to reach in time but it seems like I'm not giving players enough time to react.  Thanks again for the feedback it's very helpful!

Submitted (1 edit)

NP! I'm sure it would be great as a later stage but maybe easier stages to ease players into tile combat strategy before this one would be great.

Submitted(+1)

I'm not very good at it, and I got a game over when a random soldier who wasn't even on my side died?

(+1)

- It takes a lot of time to wait for all enemies to finish. Is this by choice or do the AI computations take up that much time?

- I liked the Rescue staff ability.

- A more visible marker than the light red highlight would be appreciated. Apparantly I overlooked an archer right in the middle of my melee units and thought it was I unit I had already used this turn.

Developer

Thanks for taking the time to play and give feedback Auradev.  The long enemy turns is an issue I'm actively trying to solve and is mostly due to the fact that I'm using textbook Dijkstra's algorithm to determine the spaces where a unit can move which gets quite taxing with 20+ units on a 21x30 grid.  Other than that I'll try to make the marker for a unit's team color more distinct for next time.