Deep Dungeon Tactics
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Licensed under Creative Commons BY Attribution 4.0 License!
About
Enter the dungeon, face off against its grim inhabitants, and venture deeper and deeper until you fall. Inspired by games such as Fire Emblem and XCOM, use tactical thinking to maneuver against your opponents when at a disadvantage and grow stronger as you progress!Credits
Music: Dark Hollows by Alexander Nakarada (www.serpentsoundstudios.com)Licensed under Creative Commons BY Attribution 4.0 License!



Comments51
Some difficulties in seeing which character was selected and choosing a character that might be standing a tile above another character.
I noticed you can shoot through walls with the ranged characters, maybe make it so they block line of sight just like they block movement
@cheesepencil @kylethecoder @oddsocks i'm glad you guys enjoyed it, thanks for the love!
But I feel like the player and the enemiees can shot through walls, it would have been nice to hide behind a wall if one of the characters is low on health.
I am definitely not good in such turnbased games but I really enjoyed playing your game, well done!
The procgen needs to facilitate player options, alternate paths should be DIFFERENT, otherwise theres no point in having branching paths and it should be linear
Environmentals will immediately enhance any amount of tactics, when designing environments make sure they are both positive or negative depending on positioning or character class
Simply adding item pickups with different uses (shields, damage, healing) will give unique utility to characters who don't normally have them
Giving the mage several spells will also enhance the tactics if you do a bit more with the projectiles
I would suggest making some projectiles friendly fire, while others are projectiles that can go through friendly units, this way you can add some balance to your stronger spells and enhance the tactics of positioning.
Over all very impressive for the jam! Good job.
Nice job!
Thank you so much for bringing this by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1007852839?t=0h13m30s
:musical_score: mary had a little lamb :musical_note:
https://www.twitch.tv/videos/1008781774?t=01h15m44s
The basics of a really good game are all here, the level design is a little lack luster, I would love some different environments/ rooms with different elements, maybe even some interactive stuff that lets you use the environment against bigger enemies.
Xcom ran into a similar problem with their games where people would be way too methodical and careful in their games due to the fact that your troops have perma death and only the ones in combat get XP, I think there is a happy medium in there somewhere.
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
Really cool game! Nice mechanics. The game is a bit challenging.
I had a wonderful time!
Good job :clap:
You definitely nailed the Fire Emblem aesthetic here! I do kind of wish I would get some confirmations (or even be able to undo) my mistakes before I commit to them, but I guess that's half the challenge, haha.
Believe it or not, had a lot of fun with this entry. I'm really impressed with what your team was able to create, given tactics games aren't easy to make on a game jam schedule. The simplification of the genre is really appreciated, making it relatively easy to learn and master. Tutorial was informative and not too long. I personally would have liked to see more explanation on the stats, but at least at first blush, I did feel I understood most of economy that the game had to offer.
There were some UX problems and stats balancing issues I would like to see fixed in a post-jam version of this game. The level-up dialog isn't displayed as such, making it look like any other stats dialog that often pops-up (not to mention it appears with seemingly no context). I would have liked to see the enemies travel and attack range when I hover over them, so I can make a more informed decision. As much as I like the procedural aspect of the game, the progress in the game did feel disjointed at times. I also thought the healing by staying still was a badly exploitable mechanic, and think having items or healers would have been a better choice (though I can understand the time constraint). Finally, most of my gameplay was just letting my ranger level up like crazy, which might need some more careful observation like adding level caps and whatnot.
A lot of these problems, though, are nitpicks to an otherwise solid entry. Made it to around level 7 or 8 pretty easily.