I can tell that it's one of those games that had a lot of thought put into it! I unfortunately got confused, and couldn't really play it as how it was meant to be played. The pop-ups felt confusing, and there was a lot going on in the screen. Will you be working on this further? Thanks for making it!
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The Few's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Historical Accuracy | #2 | 4.222 | 4.222 |
| Gameplay | #3 | 3.222 | 3.222 |
| Thematic Relevance | #4 | 4.333 | 4.333 |
| Overall | #11 | 2.778 | 2.778 |
| Audio | #12 | 2.222 | 2.222 |
| Graphics | #12 | 2.556 | 2.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Historical Accuracy
This was my main source when researching the battle:
https://www.rafmuseum.org.uk/research/online-exhibitions/history-of-the-battle-of-britain/the-battle-of-britain-phase-one/
Thematic Relevance
The Battle of Britain was a key battle during World War 2 which prevented the Germans from forcing a British surrender and ultimately led to the opening of the second front with the invasion of Normany in 1944.
Disclaimers
No AI assets used.
Comments
A good idea is similar to the minimalistic hearts of iron. I was waiting for such a game on this jam, but I didn't understand how the controls work a little and I didn't understand story
Very fun game. I think it's better that Reinforcement and Repairs is done at the map as well, so I can see where radar station and airfield is in (well, not very familiar with Britain's airfields) at planning. For example, list those info in a popup UI like in SGS game. Using the left mouse button for both dragging the map and selecting units—then also setting targets—feels a bit prone to accidental clicks. Maybe some of these actions can be moved to the right mouse button? Also, showing where a friendly unit is headed would help avoid confusion. Showing statistics of losses for both sides may also be helpful for immersion, although keeping it abstract has its own benefits.
Neat concept! I liked the idea managing different flight forces and the style reminded me of military leaders planning strategies at a sand table.
The popups were a bit difficult to read because a lot would pop up at a time with specific names I wasn't familiar with while I'm also trying to track activity on the map. I was also noticing that my planes would sometimes have a mind of their own, one time flying all the way to france against my wishes, and this may have been due to a behaviour state they were in or something but it wasn't always clearly communicated.
With that being said, I don't think I should play any role in the royal airforce, I did NOT stop a lot of bombs from dropping and should have been fired after day 5.
Thanks for the detailed feedback - really appreciate it. I think there is a bug when a Luftwaffe unit decides to return to base, the corresponding RAF unit goes instead - all the way to France! The sand table is spot on - I was trying to make it like those WW2 Battle of Britain movies will all the women calling out the movements as they are received. But I didn't have time to get my wife to record the samples - she was away the final weekend.
Really neat repair mechanics! Although I'm overall confused with what's going on on screen, my instinct just went for clicking on every icon and it worked out well somehow. Some visual/audio feedback in response to your actions would be very helpful.
Very neat idea and pretty solid execution! It would have been great to see where are the various locations I am repairing and upgrading at the end of the day, for those of use who can't tell our Kenleys to Warmwells
very cool concept, I played for awhile. Good use of visual design to sell the setting. I'd of added a bit of music to build the tension a bit. I'd of also mapped the move button to the right mouse click instead the same as the select button, to avoid confusing miss clicks. Neat entry, congrats.
Great defense game, just a little hard to click on units sometimes.



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