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Mecha Blade Demo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #10 | 1.414 | 2.000 |
Graphical Presentation | #11 | 1.414 | 2.000 |
Audio Design | #12 | 1.414 | 2.000 |
Concept | #13 | 0.707 | 1.000 |
SOVL | #13 | 1.414 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Description Within 1 String
Mecha_Blade
Game Title
Mecha Blade
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Comments
Found a lot of typos and grammar problems in the startup sequence- definitely recommend spellcheck.
I pressed ESC to pause and it closed the game lol.
After moving the character in the first room, when selecting "wait", the UI gives you the options "Config" and "Objective". Seeing this every single turn seems exhaustive and just results in a lot of unnecessary extra clicking.
It is strange that we are told to bring a 'collectable sword' but then in the next fight we are equipped with a 'short axe'.
The transitions between the topdown view and the side view for an ongoing fight are extremely weird.
Enemies seem to be able to walk out of the terrain sometimes, too.
Overall I didn't get very far in this demo. The turn-based movement feels extremely clunky. This one isn't for me.
Sorry, I replied to the wrong post before.
Some stuff has to do with the engine only with the side view battles and what is visible, mainly to emulate older Fire Emblem games. Stuff like the transitions is like the Fire Emblem games. And Disabling some options in the UI has unintended consequences, but they are mostly there for easy access to those options and to do stuff like save in the middle of battle. Stuff like tree tiles have different kinds of terrain which has it's own bonuses of being in for defense and hit rate.