playing this gam ebefore ratings close out, i'm starting to see why this one was played so much. Its like fire embeelm but with Oshis!
.... Admitedly that's still just fire embelem, but still!
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #1 | 4.647 | 4.647 |
| Innovation | #3 | 4.176 | 4.176 |
| Overall | #4 | 4.141 | 4.141 |
| Ambience | #9 | 4.088 | 4.088 |
| Theme | #9 | 3.941 | 3.941 |
| References / Humor | #13 | 3.853 | 3.853 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
playing this gam ebefore ratings close out, i'm starting to see why this one was played so much. Its like fire embeelm but with Oshis!
.... Admitedly that's still just fire embelem, but still!
The need to have the members of Justice next to each other in order to use the collab actions makes it interesting. The controls and mechanics are easy to understand as well. A very fun game!
Very cool concept for this puzzle-like turn-base game! Like the idea of how Justice can use their ability when there's another member supporting them, really does bring the love between members! Sprites are adorable and the cut in effect is very cool (I could imagine if given more time they will have their cool art in as well!). The abilities each member has are quite fitting, Gigi chase is probably my favorite!
Pretty rad game I gotta say, Awesome work here!
My partner and I have been working our way through these games for the jam, and this one really blew us away. We loved playing it, the gameplay was fun, the tactics felt enjoyable, and it was a fun time to try to plan out and strategize. All of the character's kits really felt like they interworked really well together. It was a ton of fun and left us wanting more. I think, if you wanted to, you could go so deep into this concept. You could do things like make a level editor, or have enemies that have their own unique abilities that you need to play around as they counter your abilities with their own. You could unlock more characters and have to pick which four you want to bring into a level. You could add a par time to levels to encourage trying to further optimize your playthrough of each level to see how quickly you can beat them.
There is so much potential here to be mined, its currently sitting at number 1 of our favorites of games we have played so far, and we both agree that we don't think its going to get pushed out of the top three. I would love to see this concept expanded upon, and I feel like, with enough time and polish, you could make something of Holocure quality and addictiveness. However, I also want to point out that this is a fantastic game just as it is, with a great length and replayability, even if you just wanted to keep it as a short experience. One of our favorites in the entire jam! We are really excited to check out whatever you do next!
I think in terms of pure gameplay this one was one of my favorite games this jam!
I actually think that even though the game looks like a Fire Emblem style game, it actually ends up being more like a puzzle game to me (due to the enemies dying in one hit). I found myself trying my best to optimize my abilities to get the most actions done in one turn. I think it is a good decision to allow such an open ability system where you can do so much in one turn.
I found all of the abilities to be useful in their own way, and was able to use them to get just a little bit more of an advantage each turn.
I think one thing that would be a simple but very effective motivator for me would be if there was some kind of "par time". I found myself performing a lot of optimizations, but would end up winning with plenty of time left. I think that leaving a good amount of tolerance is the right decision btw. However, a par time would allow people who like optimizing things something really fun to go for.
This is fun! I like strategy and tactics games like Triangle Strategy and Fire Emblem so this is right up my alley and I enjoyed playing! All of the sprites and animations are very well done, and your choices of voicelines when activating a talent's collab ability are great; I got a good laugh at Roara's ooiiaaii xD
Really fun and polished game!
I am impressed by how much you were able to put into the game in just 2 weeks. Wow! You even have a working settings menu! :O
Very nice pixel art and great story setting to tie in with the jam's theme.
The dialogues were funny and in character as well as the unique abilities voice lines! Wooo! "Spiiiin to wiiin!"
I also liked how you progressively introduced the game mechanics and unique powers using the first introductory levels as a tutorial. Good job!
Some improvement suggestions:
- Hotkeys for the action buttons. For example: move (z), attack (x), collab (c)
- Hotkeys for selecting a team member. For example: qwer or 1234
- The dialogue cutscenes could use less mouse clicks in some parts such as when a new background is shown or when a character sprite is shown. In those cases, the game should automatically continue until the first text line is displayed.
Great game! One of my favorites from the jam!
One of my favorite games of this jam since I'm a fire emblem enjoyer. I'm surprised of how good the art and game mechanics were, even though its all by one dev. I'd expect something at this scale solo would have issues but I didn't run into a single bug single bug. I had issues but I eventually learned that they were just skill issues.
Very polished and very good, great job.
Really cool implementation of the theme to give the characters fun special abilities, and as a big fire emblem fan, this was a lot of fun to play!
Not much more to say that hasn't been said by the other comments, so I'll just say great work, and it would be awesome to see this expanded upon after the jam ends!
I had to adjust my thinking a bit from FE considering there's no HP, but it was super fun! More like chess. Really, really nice job
Really fun game! Really well thought out and many different mechanics implemented into that short amount of time!
There are a few things which might be helpful if you want to expand on the game:
- Maybe once you click on a character both move and attack actions are available at once. What i mean is when you click on a character you immediately see where they can move to and with only 1 more click you can move into the specific tiles. for attacking make it auto detect nearby enemies so once an enemy is next to the character and clicking onto that enemy, instead of moving to that tile, the character attacks instead. that way you can remove the move/attack buttons and make it more intuitive and thus only have the collab button needed
- CC's collab might need a little of a rework. I like the Idea and it definetly feels fitting. But since it can only be used while next to another member its kinda weak especially since the jailbirds are rarely next to each other (except you manpulate one with raoras collab). Maybe make it so she spins into a direction? kinda like gigis collab but instead moving like 3-4 tiles into one direction while spinning and damage anything in your way (3x4/3x5 AoE attack basically)
Super well polished! Absolutely insane to have soloed this in 2 weeks. The puzzle aspect with the turn limit reminds me of Fire Emblem Heroes, I really had to think about placement and action ordering. Amazing job!
Love me some tactics games! The humor was very on point, love the voicelines too haha Controls were a bit confusing at first, just took a bit to get used to. Movement could probably be reduced by a button click somewhere to make it a little more streamlined, but it's really well made and polished for 2 weeks!
I liked the game very much, the story and humor, the fun and challanging tactical gameplay and the art.
The last level was a spike in difficulty and took me few tries. A way to skip the animation or fast forward for the jailbirds would be nice. I can see this become a full game if you plan to continue it. Great work!
Crazy how you managed to do all of this alone in 2 weeks, I'm really impressed. The gameplay is fun, everything was well polished. Some character's collab action was definitely more useful than others.(speedsters are OP) But nothing a bit of balancing can fix. Overall, great job!
I've never played Fire Emblem so I got confused a lot at first... But when you learn it... LOCK IN TIME! Very fun game indeed!
My guy made Fire emblem Hololive in 2 weeks. How are you real. Even had unique skills.
Great job.
I was looking forward to seeing this finished, and you absolutely delivered! For how little time we had, there is a lot of stuff packed in here, and all of it works. I love the idea of the angst meter, and all the collab abilities are also well thought out and fun to use. All the little touches, like the character cut-ins and the mission report, add a lot of charm.
Really, I would be reaching to find anything to critique (other than obvious things outside the scope of the jam, like “add more content” or “create more custom assets”), but if I had to, the controls could probably be tweaked to be a bit more intuitive. I can’t give you a concrete example off the top of my head, but from memory I feel like most of the tactics games I played required fewer clicks to perform basic actions, like moving and attacking.
I’d love to see you continue work on this, it’s been my favorite game so far. Great job!
Thanks for the kind words!!
I definitely get the feeling that there's something I can do to streamline the controls/interface. I think this game's a bit more complex than other tactics games, since you can perform actions on your turn in any order (i.e. have Gigi Attack, then Cecilia do a collab, then have Gigi move) as opposed to some other games where the action order is always something like "Move and then attack." I'm tempted to automatically select the move action when you select a unit with movement available, but I also want it to be clear that you can do other actions before moving.
My mind's definitely racing on ways to expand this game into a full experience. :)
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