Nice turn base game, love the style and music. Wish to have more differences between the heroes cause for now 1 damage and 1 healer are enough to finish)
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The Great Invasion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #64 | 3.689 | 3.689 |
Music | #74 | 3.733 | 3.733 |
Aesthetics | #83 | 4.178 | 4.178 |
Theme | #104 | 3.933 | 3.933 |
Mechanics | #129 | 3.556 | 3.556 |
Overall | #177 | 3.600 | 3.600 |
Fun | #228 | 3.467 | 3.467 |
Sound | #454 | 2.644 | 2.644 |
Ranked from 45 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
2 (1 developer + 1 artist)
Did you use any existing assets? If so, list them below.
Hand Pointer & Sound Effects - Kenney, Unholy Knight (Background Music) - Kevin MacLeod (Incompetech.com), Kalam (Font)
Comments
Amazing game! The game didn't end when all enemies were defeated. Other than that, it was really cool and fun to play!
Q/E for switching between your units wasn't s obvious...
For some reason the BG music was scratchy on playback...
You mentioned the mechanics for spawning new enemies was broken... Otherwise it might be a good idea to recognize that all of them had been slain and call this the end of one battle and have a new one start...?
Very slick little prototype for a TRPG! Would be really cool if the dudes had little animations when they attacked. I enjoyed this, thanks for sharing and keep it up!
WHAAAT??? I love FF tactics and thought you did an amazing job capturing that feel. Amazing work!
Very FUN and UNIQUE idea on this game! AWESOME WORK!!! GREAT ART!!! NICE MECHANICS!!! This was a fun challenging game. Loved it.
Nice entry! The character art is fantastic, and the dialogue at the beginning + the music gave a really epic feel to the game, like I just got dropped in to the final boss battle of a longer game! I think mouse control might have been a little more navigable for the player, since arrow keys are orthogonal and isometric tiles are diagonal, so I didn't always realize which tile the arrows were going to take me to. But over all very cool stuff. Thanks for the submission!
That's a good tactic game! Although it is a bit hard to control where I want to place/ move the characters. but overall I have enjoyed playing.
It is crazy how much effort you put into this! This game is so cool, the art is incredible! I love this!
Interesting turn based mechanics that worked pretty well, nice job on the game!
Dang, way cool! Awesome art and character design, great mechanics! I never played FF Tactics but I've played a ton of Fire Emblem, and I love this style of game! This is really impressive, well done!!
quite cool battle, would have been interesting to have actually spawn enemy waves until the bitter end as your last stand ;) I got a bit confused with the arrow keys, probably because isometric view, but i got into it after a few turns
Really cool! Seems like you've built a solid base for a tactics game. Having that intro dialogue flow into the battle made me feel such nostalgic for FFT. The map and the character designs were also nice, and the whole thing felt very cohesive.
Something that would be nice to see is the attack radius of each character's attack rather than just showing which enemies they can reach, though I know there's only so much that can be done in 10 days. Definitely would have been down to play some more rounds!
Thanks so much! The nostalgia was part of the motivation behind going down this route. Attack radius will definitely be something to add post jam, it ended up being a bit trickier than I thought because I had implemented the valid move detection in an easier but less robust way, so it got dropped during the jam and the attack range was added to the unit info instead. When I refactor the move detection code properly in the post jam update I’ll definitely be adding that into the overlay.
Nice game, the art is pretty good and I liked that you managed to get dialogue in before the battle, it's a nice narrative element.
It initially took a lil bit of time for me to get the hang of the up arrow key going left (because it's diagonal isometric) but was fairly easy to adjust to.
Also lol I didn't realise the base premise of our games were so similar XD
All in all, good job :D
Thanks a bunch! I felt having the cutscene in was important for setting the tone in terms of the jam theme, so I worked it in in the last day or so, which was surprisingly not that hard with Godot’s animation system.
The controls are definitely something I’ll be looking at after because a few people have made this observation, I think I’ve just gotten used to this from some of the older tactics games. Probably adding in an isometric control scheme as well, with a traditional one as an option, and some customisation options too.
Good job on the submission. Took a bit to get used to the controls and UI but might be on me since I haven't played a lot of FFT games. Was the first turn based battler I played during this jam as well. Impressed with the amount of stuff you managed to do in the given time.
You implemented an impressive number of systems within a very short frame of time. This felt pretty much like a complete tactics game, not just a jam game. I was a little confused that I was able to cycle between enemy units on my turn, and that the game didn't seem to end once I'd killed all the visible enemies on screen, but I gather there were originally supposed to be more enemies spawning. I'd say you achieved an awful lot that was good, and I had fun playing it. Well done!
Thank you! I just finished college so I have a lot of free time on my hands 😅
Being able to cycle through the enemies as well was intentional so that you can easily view their health, movement range, stats etc. in order to make your decisions more strategically. I had thought about doing this a bit differently, so you could only see info about units you were about to attack, but this was more complicated and also I felt would have made things a bit too difficult. The enemy spawning bug was really unfortunate to happen so late in the jam, but I will definitely fix it in a post-jam update! (It just seemed too large of a thing to hotfix, especially since it was known before the deadline.)
That was a fun little game. I wish you had gotten the new spawning enemies working. I could see this turning into something fun.
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