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Giant's Blade's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2497 | 3.000 | 3.000 |
Overall | #4331 | 2.623 | 2.623 |
Creativity | #4449 | 2.696 | 2.696 |
Style | #5544 | 2.174 | 2.174 |
Ranked from 46 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Idea is to build a turn based tactics game where the player (with some restrictions) is able to change their size (scale) and interactions with the world mid-battle.
Development Time
48 hours
(Optional) Please credit all assets you've used
see description for full credits
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Comments
i really enjoyed this game, the turn based tactics felt nice, and the warior getting the sword level was really clever
It's really impressive that you have made a turn based tactics strategy within the time limit! The level where you had to kite away the guardian with the archer to let the warrior grab the relic sword was really interesting and fun.
Thanks! That was the intended way of getting through the stage,
There is actually a specific path (by manipulating the enemy's ai) for the warrior to get there alone
Don't expect anyone to really do it, so I'll put it here
The first 3 steps are pretty important
After that, just move forward at least 2 steps at a time
Played through the whole game and really enjoyed it! Very satisfying to destroy all the enemies at once as the big guy.
It is interesting to add the giant form into the turn based tactic. Good one.
Very simple, but I had a lot of fun! Loved the dialog :3
Really nice implementation of turn based mechanics!
I wasn't able to kill the boss after the barrels. What's the strategy ?
Very cool game !
There’s a golden stick in the back to put the warrior on. There’s no way to damage the boss while small, so the challenge is to get the warrior there without dying
Ohhh, I tried with the archer !!! I'm so stupid !
I liked the humor in the dialogue and the focus on thinking about your moves before you choose to attack.
This is great, simple yet effective, and surprisingly funny at times too. With some music and a bit more of a difficulty incline I'd def play this outside of the jam :)
its very cool for 48 hours, i like game idea and this dialogues
Impressive for 48 hours! It was a fun tactics experience, always fun to see a new take on the genre.
it's no fire emblem but it's definitely a fresh and unique take on the theme—haven't seen very many turn-based strategy games in this jam yet. obviously it could use a lot of polish, but finish a game in 48 hours is quite an accomplishment, and these types are not easy to make; I've tried it before.
Enjoyable little game, with some more polished this could be something great!
I like the take you took at the theme. The dialogue was funny and it was a fun game.
I think you're conveying your idea well even if it isn't fleshed out.
Fun to play. Love the dialogs!
This is great! It’s clear that this is just an introduction to what might become a much bigger game, but it does the job pretty well IMO. It isn’t too easy nor hard, the mechanics are fun, and I found it overall quite intuitive. It stands on its own pretty well! I’m looking forward to see this idea grow in the future!
Cool AI and good dialogue interaction. Congratulations on finishing and submitting it to the jam. I was stuck at level 2, but perhaps there is a better match to the theme later on.
Hi Jai, sorry it wasn't clear on the interactions, I didn't have time to make a tutorial
The characters are able attempt to attack anything (including each other since I didn't code in friendly fire)
If you click the environment, you can see some description text
There is a barrel in the middle of the enemies that will kill them all. Might've been more obvious if I put a floating arrowing pointing at it
You did a great job! it was a game jam after all. You can build it ahead for sure! :) I'll try again with this newfound information
Ok this was FUN! Would really like to see the finished version. All that I could complain about I understand that had to be cut to submit it in time.
Seeing the enemy AI makes me think that most of the programming time went on making it, it's not easy.
The game could have used some models instead of placeholders.
Can't say the gameplay holds up to the turn-based strategy genre.
This is exactly what happened. Most of my time was spent on the programming, and not enough on the level design or interface
It definitely needs a lot more polish before I can even start comparing it with existing tactics games