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(+1)

Good looks, servicable sounds and UI, but (for me) it was barely playable. I'll be blunt:

It's *slow*. Takes too long for the character to traverse, takes too long for enemies to complete their turn. I'd like to make meaningful decisions, but there aren't any to make for the first few turns, and I end up staring idly at the screen. This would be hard to swallow for a full production, it's even worse during a game jam, where there's dozens of games to go through, and if a game doesn't give the player something to act on right away, it's going to suffer in ratings.

In my eyes it needs a few breadcrumbs in the beginning, snappier movement, and speeding up turns of invisible enemies.

I do applaud attempting to make a tactical (and functinally complete) turn-based game during a jam. There's a ton of systems to make in a short span of time. Kudos.

Thanks for playing and giving me honest feedback. I am glad that you really give your opinion. After all, as the host of the jam, I am definitely here to learn, and constructive critical feedback is exactly what I need as a dev :-)!

Maybe a tactical turn-based game was not the ideal entry for a game jam ;-). But I wanted to make a game of this genre at some point because I like to play it myself.

During the game jam, I had already noticed a few things that were not so useful, like the enemies' turns, but you know how it goes in a game jam. Trying to do too many things in too little time :-). Still should have done something about that...

I will definitely remember the tips when I make something in this genre again. Plus the tips for game jam entries to focus more immediately.  Those tips are very valuable.

It was certainly a lot of work and systems :-) and I am happy to have ended up with something that worked a bit, but will work with the tips for next time. Thanks for the compliments and thanks again for playing and the critical but welcome comments.

(+1)

Best of luck - this is a great genre, but not an easy one to work in!

Thanks!