I saw the game on the stream, and I wanted to play it for myself. I think it is a great game, and finished it. My only suggestion would be to have the things you do at the start become automated more quickly. The snail is not doing that much and is very slow (although makes sense, since it is a snail). Eventually the player is juggling a lot of different things at the same time: Keeping their units alive, getting the black goo, using coins, spawning new units, looking at the battlefield. Of course, this is a matter of preference, but I felt like there were not enough moments to relax and just watch the warriors fight the monsters.
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Tabletop Troopers's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| I would buy a longer/commercial version of this game | #3 | 3.500 | 3.500 |
| I find this game's challenge/puzzles interesting or compelling | #7 | 3.750 | 3.750 |
| I appreciate the game-feel (responsiveness of interactions) | #9 | 4.021 | 4.021 |
| Overall | #12 | 3.812 | 3.812 |
| This game was intuitive and self-explanatory | #17 | 4.208 | 4.208 |
| I appreciate the art/visual style | #17 | 4.042 | 4.042 |
| I appreciate the sound design and/or music | #21 | 3.521 | 3.521 |
| I appreciate the mood/atmosphere | #25 | 3.646 | 3.646 |
Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Jam Entry Confirmation
Indie Game Clinic COLLAB JAM '26
The Team
Yugo Anzai - Game Design, Programming, 2D Art, Sound Design
Renato Tadashi - Game Design, Level Design
Other Credits
Soundtrack: Skyline by HoliznaCC0
SFX: Soundly free pack sound samples (edited and layared)
Unity Asset: A* pathfinding project pro
Unity Asset: Shapes
Color Palette: Vanilla Milkshake by Space Sandwich
Comments
Cool! Sorry, the snail is supper bugged in the jam version :x it is super slow and stops on the screen corners, we fixed it and buffed it for the next update. Also, you can revive your units without potions, which changes the game completely, but it is really hard to find out in the jam version. You can shake them to wake them up. We are making this mechanic more intuitive and teaching it more clearly on the next version.
We ware not aiming at an incremental, sit back and relax, tower defense style game. We wanted the player to feel a pressure to keep moving the units, using items and so on. But as we playtested, we feel like the balance of the game doesn't help at all on this side. The levels are hard and too tight to succeed, so you are always 'behind' on what you should be doing, making the player feel overwhelmed and stressed. We are updating the game soon, and we wanted to test the new balance, hopefully it will have more moments to relax.
Thanks a lot for the time and feedback! It was super useful and validated some points for the next update :)
I really liked the concept of this one, and it felt really nice to play, although I wasn't a huge fan of needing to hold down right mouse for a bit before being able to use the punch. I get the idea behind it, but I think something about the way the interaction was visually indicated just didn't quite work for me. I also couldn't quite figure out what the wizard was for, it never seemed to do anything. I would love to have a little sound that plays when the level ends, and another sound that plays when you die, maybe paired with an additional graphic or animation. The difficulty picked up a little too quickly across the levels imo. I loved the sound design and all the interactions felt very juicy and generally seemed to give a lot of good feedback. Great job!
Thanks for the feedback. The victory and defeat state is quite lackluster on this build, we ended up not being able to polish them enough. The next version is more readable and have a small level progress bar on the corner of the screen so you have a better idea when the level is about to end.
The wizard is actually a healer. We noticed the image is very confusing and we are trying a new visual for the staff on the next build. But the healer is also a bit dumb in the jam version of the game, which makes discovering its function even worse.
Thanks a lot for all the feedback and for the tim! We are planning on updating the game soon with a lot of new small additions and a new balance throughout the experience
Lovely art and game feel on this one! And also quite addictive to play, great job :)
fantastic job! like others said the thing to revive units wasn't clear but i still loved the game, i was able to beat it even without reviving (a couple levels took me a few tries though). I thought the variation of different things being available or not available on different levels was great. I didn't love the snail though I feel like sometimes he would get stuck on the bottom of the screen, maybe he was trying to run towards a blob of goo that was just offscreen? Regardless one of the best games I've played from the jam!
Good job beating the game without reviving! Yep, the snail is super bugged in this version of the game :x and you nailed the problem, it tries to go off-screen, where the pathfinding doesn't resolve.
So glad you enjoyed! We are planning on releasing an update soon with more polish and a new balance throughout to make it more accessible. It is quite hard right now
I love the affordances in the design, such as merging the goos. I also love how intuitive it is when one input has multiple actions. It gives the game a sense of wonder "what happens if I try smash this thing?" Although the early game is quite a challenge, it feels fair and encourages you to try stuff!
Loved this game. It took me a while to realize I could click and hold to gather up the juice. You had me hooked until the end. Here's a playtest!
I loved all the details in this one. The little fellas jumping when the level was completed; the fist attack having a wind-up, the attacks also moving around the collectibles, all great stuff. I'm glad you took it further than the basics in level one. When I saw that clerics were also an ally to have, I knew this was gonna be a treat.
The art/music was great and fitting.
Overall, this certainty fits the jam's theme.
Nice work! This is great for a small team in only 2 weeks. I didn't realise I could shake the guys to revive them but apart from that I found the controls pretty intuitive
Got addicted in the first minute lol, very nice delicious audio and art
Clicking and dragging made sense pretty fast. The only thing that took me a minute was realizing I was supposed to smash the boxes open to let the people out. Once I figured that out, everything else clicked.
I really liked the tabletop characters being actual tabletop character roles. That was a fun idea, and they were easy to recognize. The music and sound worked really well too.
The only thing I kept fighting was the drop zones a bit. I think I kept aiming for the top of the goo jar, and sometimes the goo would just sit there instead of going in. Same with coins, sometimes I’d drop one toward the top of a machine and the machine above it would take it instead.
Also, a quick restart would be nice for when all your characters die, so you don’t have to just sit there and wait for the heart to die.
Good idea, really good execution, just needs a little cleanup around the interaction zones.
Thanks for the feedback. We really need to change the drop zones, you are right, it checks for a radius around the 'feet position', but most of the visuals have the receiving section of the visual on the top. Thanks a lot for pointing that out
The restart idea is also a good idea. Noted!
Thanks a lot for playing, hope you had a good time!
Really Awesome game, would have loved an indicator that showed up everything I picked up a dead unit, telling me to shake it until I had revived it
The toons are cute and I feel they all tie well thematically. I liked the hands and the squishing of bugs and the blob dragging, that was all nice. The controls also were responsive, when I needed to grab a unit to save it, it was instant.
Not intuitive the healing part, especially the levels that there is no healing and you just have to wait to die if there is a mistake and you lose your unit.
Also the healer it was nice if she healed herself, but that's probably intentional so she only heals when healing others.
I'm not sure I like the scripted nature, that you need to buy the items in order, but it makes sense if we think of this game as a puzzle game, though usually I think of this more as a tower defense.
One of the initial design directions was to make it an endless survival, on the tower defense direction. But as you need too keep acting and picking and smashing, the loop didn't scale well. After some minutes, you would get overwhelmed by the amount of things to micromanage, so we decided to go a different way, more aligned to plants vs zombies, for example - shorter levels with specific threats to overcome. But your feedback is very interesting in that we should allow for more tactics to be viable, allowing for more strategic expression and playstyles.
We are sorry for the difficulty and the hard to discover revive mechanic.
Thanks for playing and for taking your time to write all the feedback o/
I was feeling like the game is extremely hard and then at level four I noticed that a blob disappeared when I was dragging a blob around xD
Apart from that, it was very intuitive and fun!
We are sorry for the difficulty!
About the blob, do you think it was a bug? Was it going offscreen or something? When you pick a blob you can drag it over other blobs to merge them into a bigger blob, making it easier to collect, do you think it might have been this behavior?
Glad you had fun, thanks for playing!
No bugs, all good. What I meant is that I only noticed the merge mechanic around level four and I felt the game was hard having to pick every single blob one by one and dragging it to the "bin" while still having to help fight.
After getting the merge mechanic the game became super enjoyable, would definitely play a longer version
I wasn't actually queued your game for review but I thought it looked cute so i played it anyway! I love my pet snails <3
All the assets made looked amazing but I didn't feel it came together in a cohesive way. Maybe a well done background would have tied it all together.
Gameplay was really good, but I found it quite hard. I couldn't work out how to heal my guys once they were downed. Not sure if you even could.
But overall a great game with lots of potential!
Are there some specific sprites that doesn't match with other specific sprites? Or do you think you just missed a background under everything?
Yes, we are sorry for the difficulty :( very harsh spikes throughout. You can revive your units by shaking them. Yes, not discoverable enough :( many players are having problems
Thanks for the feedbacks o/
It's just missing background art and consistency (of the whole screen). I like your artwork and I think the sprites on show are cohesive together. I'm not suggesting you switch to an asset pack... But if you look at Tiny Swords, you can see how it all ties nicely together https://pixelfrog-assets.itch.io/tiny-swords
I really really enjoyed this, there is so much to this. You've found so many clever ways to explore the core mechanic, and there is a nice sense of discovery as levels progress and new tools get unlocked. The art looks good and everything feels great, and I like that the player's mode of attack is to frantically bash little enemies with a rock.
It was not at all clear to me that your warriors get delivered in breakable boxes that you need to open first, and I was nearly about to call it a day with the game when I couldn't figure that out - luckily I did eventually think to try that, and after that everything was verry intuitive. The combination of tougher enemies and little flies that you can harvest more gloop from is great.
Unfortunately level four completely beat me, the spiked enemies are in my opinion far far too difficult. They take your warriors out in seconds and I couldn't figure out a way to stop them from sending the spike. In that level, your only warriors are ranged as well, and getting a second takes far too many coins to obtain. With better balancing though, I think I would definitely have wanted to play all the way through and I'm sad in fact that I couldn't make it past such an early level to experience the rest. (I'd definitely be back to play a post-jam update if this was addressed!)
Overall fantastic job, the game design in this is wonderful and so charming.
One last thing I'd note is that the concept (haunted boardgame) didn't really come through to me. Perhaps I don't know enough boardgames that use little toy gatcha machines. I think more could be done to style the background like a boardgame, even if it's largely just around the edges, like a ring of boardgame tiles, or the faint indication of a playboard with the heart at its center.
Thanks a lot for the thoughtful feedbacks!
The discovery part was a strong pillar of game design, that meant some players had fun discovering things, but also meant other players didn't understand some aspects of the game. We should have ironed out these edges with better visuals, iconography, and other techniques.
We are really sorry for the harsh difficulty spike. I'm planning on making some balance changes and pushing a small update after the jam! It looks like a lot of players are having problems, we didn't plan well enough to allow some room for playtests and balance on the final days, lesson learned.
Good pointer on the boardgame thing. The game actually started as a random soup of ideas around objects that you could interact on a table. I have never seen a board game with living flies to kill and then turn into coins too haha, after some prototyping I thought the fantasy of a board game could make sense, but maybe I should think of a better theme to wrap everything around it if I take the project forward
Difficulty ramps up a bit too quick in my opinion, but the game feel and responsiveness are great!
Wow great little game! Love the innovative mechanics, the implementation of the hand smashing and picking up was excellent.
Agree with the other commenter that it became very difficult quickly and it felt like I needed an optimized usage of my coins to beat levels 2 and 3
Could definitely see myself buying something like this on Steam!






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