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(+1)

The game itself is pretty neat. The problem is, it's impossible to figure out what you're supposed to do input-wise, lol. The ESC key (my muscle memory default for closing menus in strategy games) quits to desktop, which is not ideal. For the phase changes, it'd probably solve all the problems me and the other guy mentioned by having a GUI appear on its own with the fight, end turn, etc options. It seems that already happens when you end your move, but not in other cases, which is confusing.

As for the design of the intro, it really wasn't appealing just taking turns to walk down a hall while you watch AI having fun fighting on the other wise of a wall, lol. Maybe that makes sense narratively, but feeding the player gradually bigger tasks rather than just moving around & spectating is ideal for a reason.

The UI and everything is really snappy & satisfying once you figure it out, though, same for the combat effects & all that. Tactics games aren't really my thing, so I didn't play a long time. Those were my first impressions, though.

(+1)

Like the other anon said, I need to put in more stuff for the tutorial. I can't change the Escape key doing what it does, the space bar button will do a lot for skipping text and cutscenes. There is a boss fight right after the soldiers, but it was mostly to show a choice of saving the allies or not (things change if you are able to keep them alive), but I feel like I need to balance it out more or make it a smaller arena to make it more viable. But a better tutorial text to get people to get a grasp of the controls is needed.