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Weird turn based games are my jam. This is my entry:https://b-deshidev.itch.io/nekurotactics

It's a turn based SRPG where you are a ghost who can only possess one person at a time. You can give orders only to the character you possess. The time until your next turn also depends on the order you give.

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Really, really interesting.

I elaborated in my comment, but your entry actually solves a problem that irks me in the genre, you should be super proud.

I presume you ran short of time for content (i.e my units had aoe moves, but only ever one opponent, etc.) but I would really like to see this developed further.

It's easy to imagine cool spins on the mechanic, like high-strain high-reward moves, and enemies that build strain on you.

It was suuuuper satisfying when I figured out the strain system and started gaming it. Think I landed like a 4-5 hit combo on the Skullmurai.

Actually, it might be worth you formalizing a combo system in some way? That could potentially be awesome.

(on a side note, if you do take it further and UI isn't your jam, it would definitely be worth bringing someone on for that. You can get away with simplistic art in this genre, but these games live and die on the usability and communicability of their UI, as you probably know).

I really think there's something here worth building on.

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Thanks for the kind words. I actually tried to make it so each character had a low damage/low strain cost attack and a high damage/high strain cost attack. Enemies having the ability to inflict heavy strain is a good idea and would probably be easy to implement. 

You are right about the lack of content. I actually put some smaller enemies in the game but it made the game very difficult. I ended up cutting them since I didn't have too much time to balance things.

The combo suggestion is very good. I'm not sure if you've noticed it  but the characters can attack even at 100% strain. My initial idea was that at max strain you couldn't act for some time. And the enemies would also follow this rule. I think that'd make it more interesting to plan huge combos. Of course I ended up cutting that feature too.

I will try to streamline the UI design as you suggested.

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Yeah, it's tough how much content you have to leave out when time is so tight! I could feel what you were going for, though!