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Turn up with Turn-Based Tips!

A topic by Crime Dog created Aug 08, 2019 Views: 260 Replies: 22
Viewing posts 1 to 9

So folks!

While we made a dialogue-driven comedy game for the jam (https://itch.io/jam/gmtk-2019/rate/462193?after=20#post-878107), I'm personally a massive fan of weird turn-based battle systems!

(I suppose you could argue that conversation is a sort of turn-based battle, but my response to you would be 'chill out')

I just got done playing Single Digit (https://itch.io/jam/gmtk-2019/rate/462821) and had a blast, and I want more turn-based battle stuff to sink my teeth into over the next few days!

Specifically, I'd love to play games with:

1: Turn-based action (doesn't have to be combat)

2: Something weird

Any recommendations? Feel free to show off your own stuff in here, if it fits the criteria!

Submitted (1 edit)

Would a turn based strategy conquering game count as a turn based action game? lol.

You'll get the joke if you look at my game: https://nitai99.itch.io/twisty-chess

(+1)

Look, that's a *bit* of a stretch!

Did play and rate your game though!

I was meaning to make a chessy thing at one point, is it a pain to code the basic mechanics or not too bad?

Submitted

It is a little bit of a pain to program the movement options specific to each piece, though there are a lot of similarities and you can copy and paste a lot of things.

Yeah, I know it is a stretch. It was a joke...

I will play yours soon.

Submitted

Weird turn based games are my jam. This is my entry:https://b-deshidev.itch.io/nekurotactics

It's a turn based SRPG where you are a ghost who can only possess one person at a time. You can give orders only to the character you possess. The time until your next turn also depends on the order you give.

(2 edits) (+1)

Really, really interesting.

I elaborated in my comment, but your entry actually solves a problem that irks me in the genre, you should be super proud.

I presume you ran short of time for content (i.e my units had aoe moves, but only ever one opponent, etc.) but I would really like to see this developed further.

It's easy to imagine cool spins on the mechanic, like high-strain high-reward moves, and enemies that build strain on you.

It was suuuuper satisfying when I figured out the strain system and started gaming it. Think I landed like a 4-5 hit combo on the Skullmurai.

Actually, it might be worth you formalizing a combo system in some way? That could potentially be awesome.

(on a side note, if you do take it further and UI isn't your jam, it would definitely be worth bringing someone on for that. You can get away with simplistic art in this genre, but these games live and die on the usability and communicability of their UI, as you probably know).

I really think there's something here worth building on.

Submitted (1 edit) (+1)

Thanks for the kind words. I actually tried to make it so each character had a low damage/low strain cost attack and a high damage/high strain cost attack. Enemies having the ability to inflict heavy strain is a good idea and would probably be easy to implement. 

You are right about the lack of content. I actually put some smaller enemies in the game but it made the game very difficult. I ended up cutting them since I didn't have too much time to balance things.

The combo suggestion is very good. I'm not sure if you've noticed it  but the characters can attack even at 100% strain. My initial idea was that at max strain you couldn't act for some time. And the enemies would also follow this rule. I think that'd make it more interesting to plan huge combos. Of course I ended up cutting that feature too.

I will try to streamline the UI design as you suggested.

(+1)

Yeah, it's tough how much content you have to leave out when time is so tight! I could feel what you were going for, though!

Submitted

Here's turn based roguelike: Backpackless

Hey Andrew!

I just won your game... or I would of, if I didn't have some of those darn monsters spawn in unreachable locations.

There was something pretty gratifying about how invincible I felt after I put on that Cuirass, nice to play a traditional roguelike!

Submitted

Thanks! I'm glad you liked it :)

Submitted

Also made a turn based game. It's not weird though but has quite a dark atmosphere. Would be cool to hear your thoughts about it :)

https://itch.io/jam/gmtk-2019/rate/462544


I really like how you handled pathfinding for the fairies, I was never unclear on where they were going to go. Really great work there.

Clever letting me revive the fairies, it took the sting out a bit when I misjudged how the light would shine.

I ran into an issue where I had my two fairies together, but I didn't win the level? This would have been second level I think, the one with heaps of movement points for the light in a circular configuration around the central tree.

I left some more feedback on your page (great sound and art)!

Submitted

I have made a JRPG with typical turn-based combat, and it's weird because it only has one weapon and armor (which you don't even have at start of the game). Seems to confuse a lot of new players. :-)

I'll give it a go now!

Yeah, I got a bit stumped by it too!

I was running away from random encounters but didn't spot the weapon in my playthroughs...

Submitted (1 edit)

Thank you for playing! There is (only one) chest on the east side of the (only one) dungeon that contains the (only one) weapon. :-) I have already built in a hint to how to find it into the game, and will upload it once the rating period is over...

Submitted

Nice topic.
Could be fun trying out the games in here, but I'm doing that tomorrow.

Submitted

I made a turn based horror platformer in rpgmaker for this jam, so here it is!

https://itch.io/jam/gmtk-2019/rate/462614

I really liked the art and general atmosphere of your game, some decent writing too!

I felt like if there were smaller rooms between air, but you had to do time consuming tasks in those rooms, it would ratchet up the tension further. 

Like having to weld, or push something. Any action that takes time, especially an unexpected one.

I do like the tension of not knowing how far you have to go, but there's something to be said for a one room set-piece as well!

Only issue I had while playing was that sometimes in the topdown segments I was a little unclear on where I could and could not walk; sometimes what I thought was a wall turned out to be a path, and so on.

Thanks for sharing!

Submitted

Thanks! Also, I posted to your Design Discussion post before I got the notification for this.

Ah, all good! I elaborated anyway!

Submitted

My game has a turn battle system. I hope you enjoy.

https://itch.io/jam/gmtk-2019/rate/461616