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Tiny Tactica's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #144 | 2.562 | 3.800 |
Audio | #174 | 2.157 | 3.200 |
Overall | #180 | 2.393 | 3.550 |
Authenticity (or, Creativity in use of resolution) | #195 | 2.697 | 4.000 |
Graphics | #204 | 2.157 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
"Aaand It's Gone Forever." and "Self-Destruction for Gain" inspired systems, but they had to be cut for time.
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Comments
I’m very glad that I finally find a tactical game, I really miss them on this jam. In general - the rules are simple and clear, and the task makes you think - in fact, that’s what is expected from the strategy. Now a little criticism: in case of defeat I would like to start the last map again, instead of starting all over. But it’s a small thing.
Starting over from the start was just a cheeky way to increase runtime for the jam - in an expanded version you’d be able to restart a map.
I enjoyed it. The way you implemented the difficulty was nice, the complexity was increased over each level, with the last one being larger and having more enemies than all the others. I saw a few possibilities that got cut towards the end too, like how we only had one chance to use the Archers/Arbalesters on our side.
However, I had a few problems with how the game conveys itself. It would be nice if not only the lives but also the name and attack range showed up when you look at an arbitrary unit. For me in the first time playing, it's hard to tell what unit is what, even though they all have different sprites. The Arbalesters have far-range attacks, but their range wasn't clear, I didn't know they could attack at the corner blocks as well. Maybe it was because of my lack of experience in this genre, but a visualization of their range would be nice.
Overall, it was fun playing your game. Here is my screenshot for the final level. I managed to have all of my crew make it until the end :D
Attack range was next possible thing to be worked on, but ran out of time.
With enemies unable to move, giving the player Arbalesters can get tricky to balance, as without putting enemy Arbalesters everywhere it would allow the player to just sit back and safely pick off enemy units. They were taken off of the final map for this reason, but with enough time to properly craft maps (and add some extra mechanics to give units different properties), this could be alleviated.