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(+2)

Fantastic game once again! I ran into a few confusing moments but each time I found the right menu item after a little searching. The addition of the manual is really nice, especially the in-universe introduction.

At first I thought the menu system was going to be quite clunky, but the shortcut keys really speed things up to the point where the game just flows so nicely. Being able to heal unconscious squad members back to consciousness, recruiting hostages and looting fallen enemies to turn them into full soldiers - so much more depth than I'd initially expected.

I understand the '20 minute session' idea but I can't help but want a slightly more fleshed out version. The scoreboard definitely adds replayability but I'm emotionally invested in Medic Usteme's career and would love to carry units across missions. Still, it's better to be left wanting more than to be bored, and I definitely wasn't bored

(+1)

Thanks for the kind comment!

The menu system is inspired by that of Battle Isle 2, holding fire while selecting the option. Since the default is context sensitive, it means you can just tap fire to do the most likely option (move when pointing to an adjacent empty square, heal when pointing to an adjacent injured colleague, attack when pointing at an enemy, etc). But the shortcuts are useful when the thing you want to do *isn't* the default option.

This particular game is just a proof of concept for the tactical combat engine. I hope to make other games in the Star Cadre series with a variety of campaign modes. So in future you might be able to take Medic Usteme's career further.