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Soulblade Ascendant (XCOM RPG)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #310 | 2.245 | 2.750 |
Overall | #350 | 2.041 | 2.500 |
Audio | #382 | 1.633 | 2.000 |
Graphics | #404 | 1.837 | 2.250 |
Gameplay | #416 | 1.429 | 1.750 |
Theme interpretation | #444 | 1.225 | 1.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/Mda21786?tab=repositories
Game description
It's a Turn Based RPG Game
Theme interpretation
I played several turn based games before and wanted to make something like ths myself.
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Comments
While it’s true that the game’s scope might be too ambitious for just one month, that also has its upside: you’ve likely learned a ton while trying to bring such a large project to life in such a short time. I know from experience that working with animations can get tricky, so I understand if things aren’t as polished as they could be, but I’m sure this experience will be invaluable for your next game. The story is very epic, though its development is held back a bit by battles that feel too long, especially in Chapter 3. However, instead of focusing on what couldn’t be achieved, I want to highlight everything you did accomplish in just a month! You’ve built a solid foundation from where you can expand that world, add more mechanics, and polish what’s already working. Congratulations on making it this far in such a short time, and best of luck with your next project! I’m sure you’ll apply everything you’ve learned and achieve even better results. Great job!
Thankyou for your kind support, I will definitely expand upon it.
Nice job
Good idea but UI ,Graphics need improvement and the game play needs more depth and the game is a little far from the theme
I should've wrote it as Turn based battle instead of XCOM RPG I apologies.
I didn't get the link to XCOM, this game doesn't seem to neither match the theme nor gameplay of it, and on top of that, it is a copyrighted brand.
The character customization screen is nice to have in a full game, but I think it's not a top priority when you're making a prototype or a game jam.
The zoomed in camera didn't really help to find where I'm heading, and maybe a cobblestone/dirt path leading to Raelin's shop could have given a hint about where to go (even if it's not that far).
The keyboard stroke sounds felt weird for a medieval fantasy universe and the text was a little slow to appear.
"Move 1", "Move 2" and "Move 3" aren't very descriptive of what these choices do, and I had a hard time figuring it out even after choosing them. The combat took quite a long time to compleat due to enemy health amount.
I seem to be stuck on the loading screen after the GrandPa's dialogue and I quitted there.
I'm sorry if these critiques sound harsh, I get that making a game during one month is a tough task, and I think you overscoped the game you made for it.
I wish you the best in your game dev jouney!
Yes, I agree with you 100%, I will learn from my mistake and try to pace out the game better next time. I agree that overscoping the game really made the quality poor, instead I should've pour my resources in much more smaller game. I did'nt get the copyrighted brand? I think you are talking about the assets, then I should tell you that it's Synty Asset and it is for commercial use.
Well, you're using another game's name in your own game's title. The XCOM name is subject to Intellectual Property rights. I don't think you'll have any issues as long as your game is still not much known, but you'd rather change it in the future (if you wish to continue working on it). If you're looking for a game genre, I think the label 'Tactictal RPG' would be the closest, even though it is expected to have some form of movement/positioning involved in the combat.
I'm thinking to change the name from XCOM to Turn Based RPG because that is the closest to what my game actually is.