This is a neat idea! You really like Dragon Quest huh? I really like that you put in the effort to make custom portraits for everyone, although for some (specifically the Dullahan) it was a bit jarring that it didn't match her sprites. It was fun to toy around with the abilities, and sometimes I really had to think about the best way to use my moves, especially at the bottom left corner when the monsters all arrived at once. Sadly everything after that felt a bit unfinished? It took like 6 turns to get through the forest, and then neither of the bosses seemed to move, even when I was in range. Speaking of which, was the hydra meant to move? I never interacted with it because it just stayed at the spawn, and the mission ended after I beat the boss. The writing was pretty cute too. Nice work!
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Project Anacron's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How well did this game execute its ideas? | #16 | 2.750 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Solid submission. The twist with the weapon system was pretty interesting and I thought that the first half of the map was pretty well-designed. I felt challenged and even lost a few units. My only gripe is that the map kinda just ends after that and I'm left to walk to the boss for several turns. Cut the map in half and it's perfect.
- Project Anacron is a game inspired on SaGa tech style instead of item-type. While the concept on using Tech based attacks is a neat addition, that's the only thing the game offers that's distinctive from Fire Emblem, hence the low rating. I did enjoy the game still, and the dialogue made me chuckle a bit and the custom artwork is charming. Overall it's a nice game to play, it's just that it signed on the wrong game jam that seeks innovative or creative ideas and execution.
- It's not to say that it's a bad game by any means, but it unfortunately fails on the contest's title premise. It feels very much like a Fire Emblem game or other basic SRPG Studio game. The main difference being the techs, which are essentially regenerating combat arts, which were unfortunately not that inspiring since most of them didn't get a lot of use. It ended up being better to use the basic ones a lot to preserve durability so it was still possible to maintain attacking against the sheer number of enemies that swarmed. The map could have been done with being smaller as it meant marching for 5-10 turns depending on how far forward you pressed when fighting the waves just to get to the boss, including through a forest that made it take longer for some reason. Movement growths didn't actually help this because some units still ended up left behind so the faster units had to wait.
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