Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Wow, what a feature rich tactics game. It feels very Fire Emblem in its weapons system, items, and progression. The environments are cool and the isometric view is really eye-catching. I don't particularly like navigating the cursor on the isometric plane, but I got the hang of it after some practice.

Aesthetically very pleasing, the stages and characters all pop. The game being placed within a purple Game Boy screen is really nice as well.

The only irregularity I noticed is that it seems units cannot attack from their starting space if an enemy is adjacent, you must move to a different space with a reticle icon on it. Not sure if this is intentional in order to disincentivize defensive play, but thought I'd mention it in case it's a bug.

This is another one where I want to know what games were the inspiration, especially if not FE (at least the unit name Camus, if there are no others, seems to be a reference). I enjoy tactics games and I like what this achieves. I'd also love to pick your brain on how to get a game like this going in GMS, I am definitely working on a tactics idea in my head and want to know how it's done! Really great job here.

(+2)

Thanks so much for this wonderful comment!  :D

Firstly, yes FE was 100% the inspiration. There's a little bit of Shining Force in there too, but mostly FE haha.

Units not being able to attack on their starting tile is indeed a bug, thank you for catching this one! I rewrote the pathfinding system from the ground up in the last 12 hours rather sleeplessly so I can see how this one slipped through! Hope to adress this in a post-jam update.

In terms of acheiving this in GMS: data structures, data structures and more data structures. You'll be relying on ds_grids a lot in particular. This is good because you can plan out a lot of this stuff in spreadsheets and visualize your code better. Setting up a backend of scripts that can easily add/remove/edit things in your inventory or map is a must. The first few days of the jam I didn't have much gameplay to show because all my time was spent just setting up these systems! A good dynamic menu system is also pretty important in an RPG like this as it's how the player spends most of their time interacting with the game.

Also if you are interested in the isometric stuff, this is a great article that helped me immensely:

https://yal.cc/understanding-isometric-grids/