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I'm a big fan of chess puzzles so this game is interesting to me.
Mechanically it's quite solid and leaves a lot of design space open for different challenges like enemies that change their threat areas on each move, ways to manipulate enemy positions, or new ways for your characters to move.

However I had some difficulties with the visual side that prevented me from enjoying the game.
Light green and light blue are very hard to tell apart and was starting to give me a headache once I got to enemies with both robot and spirit attack spaces. Changing the hue or the brightness would help tell the two types of danger apart at a glance with little effort. In the future, as the attack ranges are such an important part of the game play, it may be worth developing different art assets for the different dangers. Targeting reticle or electric wires for robots, runes or ghostly hands for spirits.
A similar effect can be found when the two controllable characters get close as the yellow of the lantern, the light on the floor, and the orange-ish of the robot all start to bend into each other and become a visual mess, which is a shame as the sprite work is quite nice otherwise. Consider borders around sprites, differentiating of colors/values.
Some greater feedback for character selection would be nice. The feint yellow box below them is hard to see on some spaces so a confirmation sound from the unit, like you can hear in may RTS games, or a quick animation would guarantee I know who I have selected and will prevent accidental moves.
It's a minor point but on the dialogue boxes an "A" in a circle made me think it needed a controller rather than hitting the "A" key. Either putting it in a box to better indicate a keyboard or allow other input like space or left click to also cycle through dialogue might be good.

I'm seeing a lot of potential here, though. Keep up the good work!

Thank you for the detailed comment!

I have been developing a game for quite a long time, and this is extremely necessary. I will work on the visual part so that there is no discomfort during the game.
It is very important for me that the game aroused interest, and the gameplay itself is "catchy". It's nice.
There are plans to implement various aspects of the mechanics, but for now I want to hone the gameplay on such a small example. In addition, I plan to increase the emphasis on the non-linear passage and the RPG element.