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A jam submission

Tenzin Gate - Battle for ArakunView game page

Mech on Mech combat in a tug-of-war game
Submitted by Oniralas — 4 hours, 11 minutes before the deadline
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Tenzin Gate - Battle for Arakun's itch.io page

Results

CriteriaRankScore*Raw Score
Design#143.2113.211
Originality#172.8952.895
Adherence to the Theme#182.3682.368
Overall#182.8252.825

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

This game definitely has a vibe it’s going for, the problem is that after reading some of the other games in the Jam, I just think that some of them do it better. This game is not bad, but it needs some more time in the oven. Nothing particularly jumps out to me as unique, but it doesn’t seem to be made poorly.

I think the spending victory points to get new units is a cool adherence to the theme.

Submitted(+1)

Page 1, Column 3, Second paragraph of the ranged attack section, 'numumber' should probably be 'number'.
Page 2, Column 1, under thrill of the hunt: 'imedeitly' should probably be 'immediately'
Page 2, Column 1, Agile is probably meant to 'also *inflict' a -2 penalty to hit for ranged attacks' rather than just 'also a -2 penalty'
Page 2, Column 2, Armor Piercing(X) is phrased as ignoring (X) defense. Does this mean treat their defense as x lower? or does this mean that if their defense is X or lower they don't roll, but higher defenses aren't impacted?
Page 2, Column 2, Blast seems to suddenly demand additional types of dice be used? Why add this extra bit of complexity and extra material for one trait? There's a Blast weapon that requires a D8, when at least all the others are demanding dice that a d12 can easily imitate.
Page 2, Column 3, 'Stabalized' should be 'Stabilized'

So there are a few issues with the editing on this one. I get it, two days, and I've caught a couple of errors/omissions in 48:10, but still. This is a fairly basic mech fighting game with a functional design. An attempt was made to include a fair amount of rule variety in a limited amount of space and I can respect that, though I think it might have been better served by a more limited selection of tighter rules. The Weapon mounting information doesn't seem to actually interact with any of the other rules, and I'm curious about what the story/rationale on that is. In terms of the Jam theme, this doesn't really interact with the Jam theme. I suppose the ability to trade victory points for more units, and the renewal effects on the command abilities could be understood as an attempt to somewhat acknowledge the theme, but they really don't work, with the unit buying for example really only serving to slow down the game.

Submitted

great thumbnail