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(+1)

Some AI would have been nice. Obviously playing this by myself isn't that much fun.

Everything looks pretty clear and understandable. Some simple yet nice animations bringing the sprites alive! It is kinda hard to distinguish different units. Maybe some slightly different colours would help. Also not quite sure if the block/cross for move and attack make much sense. I feel like representing them with colours like in Fire Emblem makes more sense.

Seems like there isn't that much strategy involved really. There isn't enough difference in the units. I'm guessing the faster moving unit does less damage than the tank but still has no chance since it has the same attack range and is stuck there after an attack. Would need more like rock paper scissors type of dynamic. Like especially the symmetric levels, shouldn't the starting player pretty much always win?

Double click on an unit to pass the turn is an annoying hidden feature. Too easy to do it by accident.

Anyways, good job! Bit of a gamble to do a multiplayer only game on a jam...

(+1)

Hey! Thank you so much for the playing the game! This game, as you can tell, is far from finished. In reality, this was more of a learning project than anything. Though it was a game jam, I didn't look at it as a "competition" as much as a new challenge. It was my first time implement path-finding and grid-based movement so learning actually took up most of the 48 hours. I definitely agree with everything you said and maybe I'll revisit this project again in the future, but as for now it was really just an experiment more than anything.