Took me a minute to fully understand but once I got the hang of it I had a fun time. Maybe make it clearer you can kill the enemies and that you only need to get to a tile around the space ship to win and not directly on it
I didn't understand what I was doing at first, but it finally clicked when I realized I could kill the lizards. I love fire emblem style tacitcs games, so this was very satisfying. Eventually beat all the levels. I'm at it again! :rocket:
Awesome idea and solid execution. Tutorial levels and UI can be improved. I learned an ability to slaughter enemies only on the third level :smile: The loops and turns count also wasn't clear from the start for me 🤷
Nice work! I find the concept interesting and the visual style very pleasing. The levels are in my opinion a bit too easy, but there is definitely the potential for more complex scenarios :D
Really solid game, I played it all the way to completion. I didn't realise I could kill enemies at first, or the lose game mechanic if I take too long, but once it clicked I enjoyed the thought process and playing all the way through. Really fun and wanted to keep playing!
Kudos, you've made a cool puzzle game, which are kind of rare at jams :) As, I see other people have said, my only bit of feedback would be that a grid or some other visual representation of where the lizards could move would allow you to plan moves better. And yeah, the attack mechanic was a bit obtuse, I kind of stumbled upon it
Coll little game. Pretty hard - I've made like 20 tries to figure out the first level :)
The controls can be improved I guess... Each time new turn starts I have to re-select the character. But while I have a single character to control, he can be preselected automatically, making the movement control smoother.
Once I read the comments and learned that I could kill lizards, the game was pretty fun! Cool idea, would have liked to see more challenging puzzles :)
Lessons learned so far: - Make it obvious that you can kill lizards - Explain the loop mechanic or make it more obvious - Also highlight tiles around enemies and perhaps the ship - Only because you describe one thing doesn't mean players automatically will understand the other 10 things in your game - Give the game to wonderful strangers so that you can get great feedback
Thanks for all the kind and honest words! We truly appreciate you all! :rocket:
We are already "at it again" trying to make a full game out of this one! We'll se where it takes us. First we need to spend some time with the other cool games in the jam!
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@recher Will definitely check out Minit! And "collaborate by yourself" is such a good description.
If you play the game a few more hundred times I'm sure you will encounter yourself in some way or shape.
@lachezar-hubanov Thanks, really appreciate that! Grids, yes, we totally overlooked this one.
@invader Good point! Initially we didn't really plan on having only one player on the field, that came from when we started designing the levels in the last few hours. So in hindsight that would've been a great addition.
I don't think other commenters said this yet, but I didn't even realize what the controls were for a good few minutes. I tried clicking and keys, and even restarted the game, thinking it was a bad load. Only when I finally "selected" the character did I get it :) This is where even a small tutorial can be helpful, though I know that's a tough thing to get to when trying to finish a game.
The core game was fun, but it felt like the theme was shoehorned in. It didn't seem to be all that critical--just more of a limitation. I know the theme isn't technically a requirement, but in this case I think the game would have been fine (even more cohesive) without the forced rewind. That's just my two-cents, though.
@hawkin We appreciate your comment! The rewind mechanic is intended to make the player think more ahead than just a regular tactics game. Initially the mechanic that item pickups are saved between rewinds would play a much bigger role but we ran out of time. Still we made sure that the mechanic had to be used in almost all of the levels! However, maybe we need to think about how it is presented and maybe vary the loop count and length for each level to really make it solid. Cheers!
Comments22
I didn't get the loop mechanic at first, but the learning curve rises quickly.
Also the music is very nice :D
I love fire emblem style tacitcs games, so this was very satisfying. Eventually beat all the levels. I'm at it again! :rocket:
Tutorial levels and UI can be improved.
I learned an ability to slaughter enemies only on the third level :smile:
The loops and turns count also wasn't clear from the start for me 🤷
+1 to diagonal access to the ship, which is not obvious either.
Nice idea. It reminds me of Minit, and the game concept of "collaborate by yourself".
The floating visual effect on the wall is weird. I don't think we need that.
At which moment can I become my own grandfather ?
The controls can be improved I guess... Each time new turn starts I have to re-select the character. But while I have a single character to control, he can be preselected automatically, making the movement control smoother.
It took me a while to find out that I could kill them. :sweat_smile:
I won the first level without killing :v: :smiley:
You should put some instructions.
Very nice game. Good job. :thumbsup:
- Make it obvious that you can kill lizards
- Explain the loop mechanic or make it more obvious
- Also highlight tiles around enemies and perhaps the ship
- Only because you describe one thing doesn't mean players automatically will understand the other 10 things in your game
- Give the game to wonderful strangers so that you can get great feedback
Thanks for all the kind and honest words! We truly appreciate you all! :rocket:
We are already "at it again" trying to make a full game out of this one! We'll se where it takes us. First we need to spend some time with the other cool games in the jam!
---
@recher
Will definitely check out Minit! And "collaborate by yourself" is such a good description.
If you play the game a few more hundred times I'm sure you will encounter yourself in some way or shape.
@lachezar-hubanov
Thanks, really appreciate that! Grids, yes, we totally overlooked this one.
@invader
Good point! Initially we didn't really plan on having only one player on the field, that came from when we started designing the levels in the last few hours. So in hindsight that would've been a great addition.
The core game was fun, but it felt like the theme was shoehorned in. It didn't seem to be all that critical--just more of a limitation. I know the theme isn't technically a requirement, but in this case I think the game would have been fine (even more cohesive) without the forced rewind. That's just my two-cents, though.
We appreciate your comment! The rewind mechanic is intended to make the player think more ahead than just a regular tactics game. Initially the mechanic that item pickups are saved between rewinds would play a much bigger role but we ran out of time. Still we made sure that the mechanic had to be used in almost all of the levels! However, maybe we need to think about how it is presented and maybe vary the loop count and length for each level to really make it solid. Cheers!