Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

This was a really, really unique submission for a boss rush game.  I don't think you see many tactics games in this sort of jam!  I love the sprite-work and the concept as well.  I see a lot of potential in this one but have a few issues with the controls and UI.

I felt that it was really tedious to press the arrow instead of the unit itself and I had to physically stop myself from clicking the unit each time I wanted to control them.  I also think it would have been nice to somehow see the action timers on the units themselves instead of the corner of the screen.  This just makes it easier to focus on the board.  I also often found myself getting into situations where I would be busy chasing the boss with three units which was hard to manage at times.  This is especially difficult when the boss would be running perpendicular to the direction of a unit, so I would have to spend a turn spinning the unit around (sometimes multiple units).  I think the majority of my issues with this is due to the fact that this is a real-time tactics game, so board information should be as easy to gather as possible since the state of the game can change any second.  So the more time I have to fiddle with the controls and UI, the less time I have to plan out my next move.

Or maybe I just suck hahaha.  That's just my first impression and hopefully my feedback was helpful in any way!

(+1)

Thanks for the complements and the feedback! The arrow was a solution to two problems.

1: as it is isometric your party members can be completely obscured by the boss the arrow allows for you to still interact which is especially important for back hits

2: for the player sprites to work out their dinstance to the boss their hit boxes needed to be quite large as a result two player spites that where a square away from each other would overlap meaning you’d click on the wrong character.


in future creating a second hit box and allowing the player to click on both the character and the pointer would solve this gripe that you and others shared!

Thanks for the insights on U.I! As I’d never seen a game quite like mine I kinda winged the U.I and made decisions regarding that that made sense to me! I’ll be sure to keep that feedback in mind for a follow up as you aren’t the only one to mention it. 

Also the reason rotate is its own action is to  adhere to the theme better and elevate directional positioning as its own action  for better attack damage and defence resistance. Thank you for the time you spent on my game and I’d be keen to look at yours when I can!!