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Avarice of Nuclear Ornithology's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Challenge | #11 | 3.443 | 3.500 |
Gameplay | #16 | 3.246 | 3.300 |
Concept | #17 | 3.738 | 3.800 |
Story / Writing | #21 | 2.886 | 2.933 |
Overall | #23 | 3.050 | 3.100 |
Visuals | #25 | 2.853 | 2.900 |
Audio | #26 | 2.656 | 2.700 |
Use of LGBT Themes | #29 | 1.771 | 1.800 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
GreatHornedOwl
Streaming Permission
Yes
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Comments
I unfortunately got stuck about halfway through because I am smol brained with this kind of game, but this was a pretty neat hex strategy entry! Although as others mention some things could have been more clear, I think the balance of unit stacks/damage and positioning to block off certain movements were interesting mechanics.
THINGS I DIDN'T:
it was kind of hard to tell who was going at any given time, as well as who would be up next. hp was kinda nebulous, i see that its like "guys in the squad" and "cumulative hp of guys" but i feel like it could have just been one of those. i didnt really look at the stats aside from defense. i get that the spoon guys get weaker at melee range but it also seems like they lose the ability to shoot entirely?
THINGS I DID:
some people are saying the game is hard, i thought it was a perfect difficulty for what is more of a puzzle game than a strategy game, moving feels snappy and the sound effects are good, this is the first video game where "wait" is not an instant throw and i like the idea of it a lot. hexagon is neat
As a Fire Emblem fan I enjoyed this and felt the difficulty was great, but that's just me as someone relatively experienced with turn based tactics. It's kind of an infamous genre. But, strictly from my experience, I thought the lessons were taught well and the difficulty scaled wonderfully.
Some thoughts:
-Enemy range should be able to be viewed on the UI/map, as opposed to needing to look at their speed in the stat screen and then count the spaces. I would probably do this by highlighting spaces when the player hovers over an enemy with their cursor. (In a different color than the player's squares are highlighted, like a subtle red.)
-Continuing with the trend of things that could be manually figured out by looking at everything's stats, there should be some sort of UI element indicating who will move next, or even the order of every unit on the map.
-I'm not sure how to feel about random damage rolls. I would be interested in knowing if there were any design considerations for using this as opposed to having a consistent damage formula like FE. (Outside of crits and skills, anyway.)
-I would've liked to have some sort of confirmation before committing to an action. So, like, when I select a space to move to, have a popup that appears asking if I want to confirm the movement/attack or not. Maybe move the unit to that space before this popup appears so that I can better visualize what action I'm committing to before confirming, and move them back if I decide not to. (Misclicked many times lol)
Cool game, definitely could've used some convenience features, but sometimes that's the way the jam jams. Good work!
Quite broken on the gameplay part, the learning curve is just very hard, plus, the trayectory of movement and attacks are dependant of enemies nearby, wich results in poor efforts defending others even in distance.
Worst part is the % of damage according to health, it makes sense, but difficulty spikes when you add resistance to certain elements, a balance in such power might be needed catch early.
As a concept it might work, but still need to be tuned.
Was looking forward to playing the strategy games this jam, but didn't realize one of them was a King's Bounty/HOMM-type game, or anyway a puzzle game using those mechanics. I think I needed one hint because it took me a bit to figure out how waiting worked
and I'm obtuse and didn't read the instructions... but either way I'm here for this kind of thing. The units feel nice and diverse, especially once you get the hang of the eagles. Also happy to see some Okuu content.The game seems to be a bit overtuned or at the very least seems quite hard as someone who's beaten xcom and played a bit of advance wars. Dont know, perhaps its unfamiliarity but difficulty ramps up fast and just expects perfection in tactics and rng. fun concept though
Pretty standard turn-based tactics, I think? I never really played any of this kind up until now but I think I caught on quick.
I think it'd be great if the player could visualize who's going to move next. Like, a "next to move" queue. There was stage 2-1, right? And I didn't really know where I should go first - the enemy formation was symetrical and I didn't know which enemy will move next so I had to trial and error.
That would also drive home how the Wait command works, and what's its point.
In the end, it's a fun game, Even with the small variety of units, the game is balanced - I can really tell.
Okuu no! That's a yakuza!
Wow, this game is HARD, I can't figure out stages 2-1 and 2-4 at all! I like the gameplay, but it's like I'm missing something. Even still, it feels like an authentic strategy game, and it looks like you thought carefully about the way all the stats and mechanics interact with each other.
Well hello there, fellow jammer with an Animal Realm-adjacent tactics game 🍺. Short and sweet. The mechanics are delivered effectively. Each stage offered different challenges, and they were fun to figure out. I wouldn't mind seeing more! Stage 2-4 was too tough, but Rosedelio generously gave me a hint on the discord server and I was able to beat it after changing my approach.
Okuu is very cute here and I appreciate exploring new interactions like the ones between these two. I like how you took an almost throwaway line from the games and made a story out of it.
Overall the music, sound effects and graphics give me a nice retro vibe.
I wanted to figure things out by playing, so I intentionally didn't read about the mechanics - I agree, it's easy to catch on. Not having read the mechanics, some things that were not so obvious:
Anyway, great job with the solo effort!