Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

The visuals are good and the beast realm setting makes a lot of sense. I wish there was more!

I found it a bit difficult to understand the game. Being in a straight line with the pincering units to me reads like "being on the straight line passing through both pincering units", but it seems like it's enough if they are in a straight line to any of the two pincering units? Or even any units participating in the attack? (Not just the pincering units?) I accidentally activated like half my arm one turn. and I have no idea how that happened. Are straight diagonals also straight lines?

The tutorial doesn't really teach you what constitutes a turn, since there is no enemy movement to break up your turns. I thought I might be able to move all my units until I ran out of meter, but you can only move one unless you use the swap mechanics?

This is the first game like this that I've played where the path you drag your units between the initial and final square matter, so that's interesting.

Since I have no idea how the enemy will move, it's hard to have any long-term strategic goals. I can only think about the current turn since I have no idea what the board state will be after the enemy moves.

Despite not understanding the game, I won, so it was a bit unsatisfying. I probably learned more about the game by writing this and reflecting on my experience than by actually playing.

It probably is a polished experience if you're already familiar with terra battle, which seems like a sensible thing to priority if you're a terra battle player yourself. Hopefully my comments can help you understand how the game might feel for a new player. Good luck with further developments!

(+1)

Hi! Thanks for playing. Your comments are indeed very helpful to understand how a new player views the game. I will take them into account in order to improve the tutorial and provide more feedback to the player in other areas.

Regarding the chain, yes, it’s enough for a unit to be aligned in a straight line with any of the two pincering units, with no enemies in between. Diagonals don’t count. Wellll, every time I write about it, I find it hard to explain. It’s something that should be better explained with images or in-game.

When performing an attack, both pincering and chained units activate their skills randomly, buuut I didn’t animate or otherwise highlight the units that participated in the attack but did not activate their skills, so there’s something missing there. I also planned to show the player which skills each unit has and their activation chance... but I couldn’t make that screen on time (it’s the disabled “view” button in the squad menu).

Yeah, the main strategy in the game is trying to get the upper hand in your turn before the enemy has a chance to act. The original game has more variety with some telegraphed skills and bosses that follow specific patterns, for example.

All in all, I think you understood the game quite well! But the game didn’t provide adequate feedback. As mentioned, I’ll try to improve that.

I'm happy you liked the visuals and the setting. Thanks again!