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Turn Based Tactics Mech Demo's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #2163 | 0.696 | 1.333 |
| Innovation | #2211 | 0.696 | 1.333 |
| Enjoyment | #2223 | 0.696 | 1.333 |
| Theme | #2224 | 0.696 | 1.333 |
| Gameplay | #2225 | 0.696 | 1.333 |
| Visuals | #2231 | 0.696 | 1.333 |
| Overall | #2237 | 0.696 | 1.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The main premise was to have the character play through chapters of the game, where if they lost the chapter boss fight they'd have to restart like a rouge lite. Along the way they'd have branching decisions that offered rewards for different difficulty levels, but there would also be "rival" NPCs that could also go after the reward, which would make it no only more challenging to blindly go for the riskier reward, but also if you lost the rival would get the supplies and leave you without anything to gain. There was plans to have multiple upgrades for weapons, mechs, units, as well as random NPC dialogue encounters and special locations that could all help boost or harm the character. BUT, with the time i had i only got around to the most basic of bare bones for a turn based tactics game haha.
What code and assets did you not make from scratch during the jam (if any)?
none, was made in unreal engine and all the hastily drawn krita art as well as the little bit tunes were done by me :)
How many people worked on the game?1
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Comments
Nice! Love tower defense games!
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