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(3 edits) (+1)

That's a really good entry ! The game was a bit hard to understand at first, but it was quite enjoyable once I learned everything =) !

Controls are nice and responsive, visuals are awesomely polished for a 50h jam and you game fits perfectly the theme (which makes is a bit frustrating at times, I must admit, but that's the main concern I have with that theme, so it's not your fault ^^). I love that you took the time to add some backstory elements with the little spaceship at the beginning of the level : we are not dropped randomly in a map, but we came with that ship, it brings some context and that's really cool !

Here are some little "quick wins" that, I think, could have improved your game with not a lot of time spent on it :

- I have a lot of trouble to remember which spirit is which. I know they all have a different shape, but I would have loved a little icon in their cards and above them so I can know who has which role (like a "+" for the healer, a sword for the swordmaster, a hammer for the brawler...). When I wanted to give some modifiers to my spirits, I always wondered "mmmmh which one is my healer again ?"

- How does the "range" bonus work ? I attacked and my dice did the right number, but I didn't notice anything different ?

- I feel like the gameplay could have been more fluid : instead of "clicking to move" => "space to confirm" => "clicking to attack", you could just remove the "space confirmation" and go to the attack phase.

- The healing range of the healer could be green instead or red, I always try to attack with him before remembering that he's the healer xD

But these are just some "nitpicks" to give you something to improve on, overall that's a neat little game, congratulations =) !

Thank you for the compliments and insights :)

You make a lot of good points with your tips. My teammate actually had the same ideas for the icons but I didn't think it was necessary- definitely an oversight on my part because I got them confused sometimes too. 

Range bonus is kinda hard to notice because the attack range isn't directly displayed anywhere and each unit starts with a different one. Psionic and Swordsman had 1, brawler and healer (i think) had 2 and spear had 3. The +1 and -1 range modifies those values, its easiest to notice when you give psionic or swordsman the -1 range card because then they have 0 range and can't attack at all (a bit of an oversight once again). 

I  didn't make the attack phase automatically begin after moving because I wanted to allow the player to continue moving if they misclick or something and didn't use up their full move speed, but in hindsight that was totally unnecessary because of the 'undo move' button. 

Finally I was planning on making the healers thing green but I just kept forgetting and never ended up actually doing it.

Once again thank you for the detailed feedback, I really appreciate it :)