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Fun concept, kinda like real-time Super Auto Pets. I really like the diverse and striking character designs, very creative and really out-there.

Misc Notes:

That font choice is a bit rough. It might fit the aesthetic you are going for, but people already don't want to read a bunch of text when gaming, you should consider choosing a font that's kinder on the eyes!

I both like and dislike being able to see the enemy lineup. In one hand you kind of need the information to construct your lineup. On the other hand it means a lot of keeping track of information and swapping back and forth (which at least can be done easily with the SHIFT key).  

There might be some UI ways of handling this, or maybe a "simulate battle" button that basically lets you test out your lineup before submitting it, or like a "see the future" button which shows what your lineup would look like after the fight without showing the details of the fight. 

This sort of trivializes the game (just throw in random units, test it, then re-arrange test it, re-arrange, test it etc...), but maybe that's a good thing? Since you have limited use of your units, the real decisions the player makes is what units they are willing to lose and take damage on each round instead of just trying to win and lose.

The music could use a bit of work. The melody isn't bad (although it's not very background music-like. It's a bit more in-your-face punchy in execution than I would expect for a strategy game), but the repetition of the base chords gets a bit grating. Maybe dressing the base chords up with some arpeggios or grace notes could help. The issue might also just be that the progression is  always two chords, when usually we want at least a three chord progression like I -> IV -> V -> I to feel some movement and resolution. Just some thoughts.

The art style is very unique. It lacks cohesion, but I could see that being a cool thing if you lean into it enough. A lot of the art borrows visual tools from DBZ which is neat, but is a bit distracting since it's not shared across all the assets (so it sticks out as inconsistent instead of a conscious choice).

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Thanks for the play!  

 I'm glad you liked my art, the difference in styles most likely comes from the cameo characters, they were originally supposed to have different card borders to indicate the fact that they aren't game originals but we ran out of time before that could be implemented. It also probably came from exhaustion, I have over 24 hours in the ibisPaintX canvas that these guys were drawn in so I was kinda over it near the end. I tried to make them as DBZ as possible but considering I don't really draw male characters I ended up reverting to default settings style wise near the end. The UI was also drawn last second, it's not my strongest work. 

 Some people have complained about the font, I like it but I guess that isn't the general consensus ._.  

As for the gameplay changes I'm going to be honest I really dislike the simulate battle idea, what's the point of playing the game then if you know when you have a winning combo. I get that there are a lot of guys to remember but I feel like that's kinda the point. For it to be a strategy game you have to well… strategize, play to the strengths of your own characters and to the weakness of your opponent. That's also why the enemy preview button is there, I feel like there's no way to make it fair if you just go in blind. I recognize the faults in the gameplay, it was our first time making something like this and there were some bugs that really threw off balance (like with the support characters, if you know you know).

As for the music, it was recycled from some older project last second :P  Better than nothing.