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As a Fire Emblem fan I enjoyed this and felt the difficulty was great, but that's just me as someone relatively experienced with turn based tactics. It's kind of an infamous genre. But, strictly from my experience, I thought the lessons were taught well and the difficulty scaled wonderfully.

Some thoughts:

-Enemy range should be able to be viewed on the UI/map, as opposed to needing to look at their speed in the stat screen and then count the spaces. I would probably do this by highlighting spaces when the player hovers over an enemy with their cursor. (In a different color than the player's squares are highlighted, like a subtle red.)

-Continuing with the trend of things that could be manually figured out by looking at everything's stats, there should be some sort of UI element indicating who will move next, or even the order of every unit on the map.

-I'm not sure how to feel about random damage rolls. I would be interested in knowing if there were any design considerations for using this as opposed to having a consistent damage formula like FE. (Outside of crits and skills, anyway.)

-I would've liked to have some sort of confirmation before committing to an action. So, like, when I select a space to move to, have a popup that appears asking if I want to confirm the movement/attack or not. Maybe move the unit to that space before this popup appears so that I can better visualize what action I'm committing to before confirming, and move them back if I decide not to. (Misclicked many times lol)

Cool game, definitely could've used some convenience features, but sometimes that's the way the jam jams. Good work!