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A jam submission

TactTilesView game page

Outsmart, outmaneuver, and outlast your enemies in this intense turn-based grid battle!
Submitted by brianjernigan — 1 day, 11 hours before the deadline
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TactTiles's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Rating#24.3334.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Immediately I noticed the skewed UI elements probably due to the text elements not being parented to the colored blocks that they were overlayed on. However, the 3d animations and UI panel animations made up for the egregious error and I was able to look past that and start the game. 
I will say, there was considerable complexity hidden in this 2d hellscape. When confronted with a tiny subdivided square island including my own character and two skeletons, I was excited to see what shenanigans might transpire. I attempted to formulate a strategy but unfortunately due to an unintentional lobotomy in 2008, the best that I could do was to bullrush the enemies. out of movement, I was stuck. I had to end my turn prematurely, suffered a flashback to college romances, and when I came to I was being stabbed by both skeletons repeatedly! Thankfully, this seemed to be the intention of the designer because in the turns forthcoming I stood entirely still while exchanging daggers until I stood unscathed while both skeletons were collapsed. Quite ironic considering that I possessed guts and they didn't! Overall a charming experience and a surprising depth for a mobile game. 10/10.

I really enjoyed how your game required a bit of strategy, the levels felt similar, and they did increase in difficulty. The first two levels I rushed towards the enemy and attacked them with no strategy and won but I was quickly punished when I did this on the third level. The gameplay is very good, and I am not confused at all when playing.  

Submitted

Hey Brian,

First off, I want to say that I am very impressed with the AI in this game. Not only do their decisions actually make sense, but they're smooth and seamless and clearly get the message across what they're actually doing. The little animations that are spread throughout the game are not only adorable, but a great polishing touch on your game.

I don't really have much to say improvements wise, but I think that the main thing I'd say is adding a new font. The default Unity font is a bit bland and I'm sure a nice medieval font would make it look that much better. Another thing would be having the heal move heal the player a little bit more. Maybe by another 10% or so. Other than that, excellent job Brian! Your game was very fun to play, despite myself not ever playing any games in this genre.

Submitted

Aside from the main menu UI having weird positionings I really like the game. I like that some tiles stop movement for the player and enemies, and the random level layout generation, and its overall pretty robust. The only change I would make, is make the heal a bit more powerful, as it heals too little to be able to use it strategically, instead, I only used it if I didn't have any other better options left.

This is an interesting game. I like the idea behind the tiles changing gameplay, and also the direction-based tile effects like the backstabbing. These are all fun mechanics that are seen in mobile strategy games. The AP system was a good addition to the game as well. The resource management added more required thinking from the player. There is also a good number of things here that you could scale up into a portfolio piece as well, such as procedural levels, and different enemy types, and more characters for the player. Nice job!

Developer (1 edit)

This game is really cute and a lot of fun! I really liked the grid-based strategy and the various effects in the environment. If you had more time, perhaps you could add new characters and class-based abilities!