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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)
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Comments
I like the game and aesthetic but the dialogues are bit slow :D
Thanks! I meant to add a way to speed up the dialogue by hitting enter, but I didn’t get it quite worked out before the jam started I’m afraid. It’ll be in the post jam update!
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.
Thanks! Yeah a tutorial and a more considered control scheme would have been better, I was trying to copy the PlayStation style one but something different tight make more sense. Tweaking controls, adding a tutorial and also supporting mouse input are all in my post jam plans!
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.)
Fair enough re: cycling through enemies. TBH I don't play a lot of tactics games, so maybe this is a standard feature. Either way, clearly a valid creative choice. Congrats on finishing college! And good luck with the post-jam development on this game.
That was a fun little game. I wish you had gotten the new spawning enemies working. I could see this turning into something fun.
Thanks! Me too, it ended up being harder than I expected to integrate with the rest of the systems, so spawning enemies always broke something else. I’ll be working on adding it (among other things) for a post-jam update though which should make things more interesting!
The tactical RPG gameplay works really well, amazing job! Controls were really easy for me to pickup since I'm a big fan of the genre. With more enemies spawning which you mentioned was intended, it really does feel like a true "last stand". I love the concept of seeing how many enemies you could hold out against. My only minor issue was that I was playing fullscreen and every time I hit escape to back out of a menu it would cancel fullscreen, that's not a good key binding for webgl builds. This was a great submission! I'd love to see it expanded upon!
Thank you! Ah I didn’t think about the double binding of escape, that’s a good point! I was always testing it in the Godot editor or standalone, so it wasn’t an issue there. I’ll be rethinking the control scheme as a whole so it’ll be a good opportunity to try and sort this out too. I’ll definitely be coming back to this game since I had so much fun making it and want to explore the mechanics further.
I defeated all the enemies by turn 9! (I know you intended for there to be more, but I'll take this victory anyway!)
I really love FFT so this is super neat! I actually tried to make a similar sort of game after doing one of the GameDevTV courses, but I didn't get even as far as you have with this.
It was pretty difficult for me to keep track of which button to push in order to move the cursor in my desired direction.
Thank you, and well done! My play testers often took a little more so it’s definitely a victory. Implementing the tactics gameplay was a lot harder than I expected, but the deadline really helped me double down on some parts and keep trying, plus some creative use of Godot’s tilemaps to store state allowed me to solve some things more easily in a slightly hacky way. Definitely worth giving a try if you’re interested, I learned so much!
The cursor navigation is a pickle, I always found this with the original FFT as well. There were some good suggestions in some of the comments so I’ll definitely look at rejigging it after the jam!
Really enjoyed this as i'm a fan of tactical rpgs, cool art style and great to see a fellow Godot user. Nice work, I will keep an eye out for future updates.
Thanks a lot! I really enjoyed using Godot for this game so it is definitely going to be my engine of choice going forward.
I think we did the same research. When I googled last stand, one situation was to let civilians escape, so kudos to staying on theme!
I'm a big fan of FFT, and so I love the isometric perspective. The art assets were also really cool. I have tried to implement isometric grid based movement before, so I understand that things that may go unnoticed actually take a lot of effort to implement (e.g. telegraphing possible move/attack range, AI pathing for enemies etc.)
I also faced difficulties making isometric control on an arrow-key scheme intuitive, and it seems like it might also be an issue here. I find myself trialing-and-erroring to get to the desired square. A QWAS input scheme might be more intuitive, or just allowing the use of mouse to point and click.
It would also have been nice to have more visual feedback on combat. Even a hit-flash shader would have helped. The sprites are quite small, and it was difficult to catch the lateral movement tween.
Overall, solid submission!
Thank you for the kind comments! It was far more challenging than I expected, but it also ended up being very fun to figure things out. The different control scheme is a great idea, I’ll definitely use that in the post-jam update. There was mouse support but getting it to play nice with the keyboard resulted in lots of bugs so I ended up cutting it in favour of the cursor based input. The visual confusion is something I only realised towards the end when I was showing the game to other people, so it’s definitely something to fix post-jam, hit flashes and stronger animations are a good idea!
Really nice entry with awesome art and game mechanics. You can see the tremendous amount of work put in this game.
Thank you! I’ll make sure to pass on your compliments to the artist!
Wow that's excellent. Did not expect games of this complexity in a game jam! I was surprised all your core mechanics are working well enough. Do you intend to continue development?
Thank you so much! I definitely will continue working on it, I learned a lot making this as my first proper game in Godot, and I have so many more ideas I want to try and figure out how to accomplish. I’m not sure if it’ll become a fully fledged game, but definitely a more robust prototype.
Really amazing amount of work, and I applaud you for tackling a difficult genre and game system. It has lots of potential but it was difficult to control units. I think with more time you can make something really compelling. The opening story moment efficiently showcased the characters that form the party, and provided a nice hint of their personalities and dynamics. It threw us into the fray instantly, which made this feel more like the 'middle' part of this game, and it would be so cool to see the intro when you get to know these various characters - maybe you can expand on this story! Well done, and I wish you all the best in future coding endeavors!
Thanks for all the kind comments, and all the best to you as well! I would definitely be interested in expanding the game out a bit more, it was a lot of fun making it, but to fit with the theme we focused on that middle slice for the jam. I had hoped to add little mini cutscenes at points for more character development but we ran out of time :(
Very nice release. I was expecting more enemies to come!
Really nicely done. I can't imagine all the work put in this game in 10 days! Congrats!
Thanks a bunch! Unfortunately the enemy respawning logic broke and I couldn’t fix it before the deadline, but that was the original intent!
Amazing Job! I love the into the breach vibes and the divers team, well done!
Thanks a lot! I have not gotten to play into the breach yet but I have seen the style and the gameplay, and that type of tactics game is definitely an inspiration, I’m just a big fan of them when executed well.
This was good! I would have liked hotkeys, and maybe mouse support, but otherwise I liked it.
Thanks! Initially there was mouse support, but I had some trouble getting both the mouse and key support to work together at the same time, so keys is what I went with to get the old-school feel, but mouse would definitely be something I’d want to add back! Hotkeys would also be good, I’m a big fan of them in games like Civ and they shouldn’t be too hard to add, thanks for the idea!
Pretty fun game, liked the battle system. Though after I killed all the enemies the game kept going even though I ended my turn. Other than that its pretty good.
Thanks a lot! Originally the game was meant to keep spawning enemies when you defeated the current ones, but unfortunately the respawning logic was bugged and I could not get it to work properly before the deadline :(
Yay ff tactics. I was already sad when I lost 1 of the characters in the battle
Yeah, this was always one of my favourite and least favourite parts of the Fire Emblem series (I play on classic mode). It hurts to lose characters but it really makes you think and take things carefully, which I quite enjoy! The post-jam balancing should help make it a bit more manageable, but the futility/difficulty element was part of the ‘Last Stand’ idea.
Impressive for such a short time. Very shining-force like, well done. Quite challenging, maybe a bit hard for a game jam :D
Thanks! Originally I had wanted to include an ability system, which would’ve made some characters like Kit more useful (being able to do buffs/debuffs), which would’ve improved the balance, but I ran out of time. It’s definitely going to be something I’ll come back to expand on more since I learned so much doing just this base. Part of the ‘Last Stand’ idea though is the futility/difficulty of the battle, originally it was meant to be endless. I’ve never heard of shining force but I do love these types of tactics RPGs, so I’ll have to check that out!
Amazing job guys! Making a tactics RPG in 10 days is no joke, you should be very proud!
Thank you! There were definitely way more gotchas than I expected, transitioning between different selection modes was a big one I didn’t expect to be so difficult, but I learned a lot and I really feel like I got a good handle on how Godot’s node system can make some of it easier.
Lovely entry, great job you two!
The final fantasy inspiration is seen from the start, really cool what you have made one of the more interesting mechanics wise that I have seen.
would have been nice to have more of a tutorial, and maybe write that text is moved on with enter or making it enter and left click.
Thanks a lot! I had considered making a bit of a tutorial, but unfortunately I ran out of time :( Might look at it after the jam though!