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Simple Board (Miz-Jam-1)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creative use of art assets | #226 | 3.250 | 3.250 |
Overall polish | #240 | 3.188 | 3.188 |
Overall | #307 | 3.063 | 3.063 |
Engagement | #416 | 2.750 | 2.750 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Felt a bit underwhelming honestly. The highlights for attack and for move appear to be wrong somehow - you clearly can move 2 squares to a side with a knight and still get an attack off.
Everything felt the same in terms of damage bth, so all the pieces felt pretty much the same.
Another thing - one can move pieces through the enemy pieces, which feels wrong.
You may want to take a look at the game called "Wargroove", it's kind of the same thing as what you got, but much better in terms of overall polish.
Hey thanks for checking my game out! I can understand your critique about the attacks feeling underwhelming as I share the same opinion. At the end of the day, it was really just a lack of time in the 48 hours (you can refer to one of my comments below that kind of identifies this).
I definitely understand what you're saying and it really was just a matter of lack of game mechanic explanation. Just to clarify for attacking, essentially the attack range shows where you can attack at your current position; this means that when you move, your current position is updated and thus you can gauge whether or not a valid attack is possible within that current range.
"Another thing - one can move pieces through the enemy pieces, which feels wrong." I think this point is just a matter of opinion, but I can see where you're coming from.
"You may want to take a look at the game called "Wargroove", it's kind of the same thing as what you got, but much better in terms of overall polish." I think this is a bit unfair of a comparison considering this was just a game jam game vs. a fully developed and published game. Obviously, you're 100% correct but I don't anyone should be held to such a standard in a 48-hour time restriction.
Overall, you're right and I appreciate the critiques. The game is faaaaaar from finished and I'll definitely need to learn to manage my time better in game jams.
Yeap, lack of time is a common problem :)
I agree it is unfair to compare a proper released game and a game from a gamejam, but it is a good thing to do nonetheless. You can quickly see a lot of things one can improve, like the environment, UI stuff and whatnot.
yeaa bord game club 😎
OK, I played this all the way through and there are only a few small things I could critique it on at all:
And some other thoughts:
I'm seriously impressed.
Really nice game! You are the only other person besides me which I have seen that did a turn based game for the game, good job!
Really cool idea! :) My wife managed to beat me though :'(
One small thing is maybe you could add a way to cancel moving a unit, as there were times i wanted to cancel a movement to do something else first, but then just lost that chance :(
Overall great game :D
It's pretty cool what you did. It works perfectly as intended, so I don't have much to say except I like the music and I think you really managed to sell the board game feel (except maybe for the fact that units have life bars).
Keep up the good work!
Wow, I didn't really expect any traction from this game. It's my first game jam and I just kind of submitted it and never looked back. I really appreciate all of your feedback and it's nice to see the sense of community in gamedev!
Just to clarify a few things (some already mentioned in the comments below):
Closing thoughts: This was a really great learning project. I feel that now I have a much better understanding of turn-based strategy and I hope I can put out a better game of the same genre in the future. Thank you guys for playing!
Was anticipating the AI to take over for the second player, that would have been a great addition, but i understand it might be hard to do it in the jam. Overall looks very polished.
Really solid, and I love the strategy vibe, just need a computer to play against and I think I would spend a lot of time playing something like this
The game, while being a learning project, seems to build a pretty solid base for the core mechanics of a Tactical RPG, so if that was your intention, you definitely achieved it.
Some AI would have been nice. Obviously playing this by myself isn't that much fun.
Everything looks pretty clear and understandable. Some simple yet nice animations bringing the sprites alive! It is kinda hard to distinguish different units. Maybe some slightly different colours would help. Also not quite sure if the block/cross for move and attack make much sense. I feel like representing them with colours like in Fire Emblem makes more sense.
Seems like there isn't that much strategy involved really. There isn't enough difference in the units. I'm guessing the faster moving unit does less damage than the tank but still has no chance since it has the same attack range and is stuck there after an attack. Would need more like rock paper scissors type of dynamic. Like especially the symmetric levels, shouldn't the starting player pretty much always win?
Double click on an unit to pass the turn is an annoying hidden feature. Too easy to do it by accident.
Anyways, good job! Bit of a gamble to do a multiplayer only game on a jam...
Hey! Thank you so much for the playing the game! This game, as you can tell, is far from finished. In reality, this was more of a learning project than anything. Though it was a game jam, I didn't look at it as a "competition" as much as a new challenge. It was my first time implement path-finding and grid-based movement so learning actually took up most of the 48 hours. I definitely agree with everything you said and maybe I'll revisit this project again in the future, but as for now it was really just an experiment more than anything.
Fun game! I like the different boards you added, as well as the audio effects!