I didn't get the link to XCOM, this game doesn't seem to neither match the theme nor gameplay of it, and on top of that, it is a copyrighted brand.
The character customization screen is nice to have in a full game, but I think it's not a top priority when you're making a prototype or a game jam.
The zoomed in camera didn't really help to find where I'm heading, and maybe a cobblestone/dirt path leading to Raelin's shop could have given a hint about where to go (even if it's not that far).
The keyboard stroke sounds felt weird for a medieval fantasy universe and the text was a little slow to appear.
"Move 1", "Move 2" and "Move 3" aren't very descriptive of what these choices do, and I had a hard time figuring it out even after choosing them. The combat took quite a long time to compleat due to enemy health amount.
I seem to be stuck on the loading screen after the GrandPa's dialogue and I quitted there.
I'm sorry if these critiques sound harsh, I get that making a game during one month is a tough task, and I think you overscoped the game you made for it.
I wish you the best in your game dev jouney!
Viewing post in Soulblade Ascendant (XCOM RPG) jam comments
Yes, I agree with you 100%, I will learn from my mistake and try to pace out the game better next time. I agree that overscoping the game really made the quality poor, instead I should've pour my resources in much more smaller game. I did'nt get the copyrighted brand? I think you are talking about the assets, then I should tell you that it's Synty Asset and it is for commercial use.
Well, you're using another game's name in your own game's title. The XCOM name is subject to Intellectual Property rights. I don't think you'll have any issues as long as your game is still not much known, but you'd rather change it in the future (if you wish to continue working on it). If you're looking for a game genre, I think the label 'Tactictal RPG' would be the closest, even though it is expected to have some form of movement/positioning involved in the combat.