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Time Crusaders (previously Anachronium)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #2 | 4.214 | 4.214 |
| User Interface (UI/UX) | #2 | 4.071 | 4.071 |
| Visuals(Graphics) | #5 | 4.071 | 4.071 |
| Fun | #5 | 3.929 | 3.929 |
| Sound/Audio | #5 | 3.571 | 3.571 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Developer Feedback Questions
Is the game fun?
Is the story catchy?
Just need honest feedback about your feelings while playing the game.
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Comments
Great game. Unfortunately, I’m not really into turn-based games, but there’s no denying that this is an excellent, well-made title. I’d suggest moving the settings button on the home screen to the center or making it a bit more noticeable—though maybe the issue is just that I didn't pay close enough attention
You are right, that definitely was an issue. I’ve fixed it in the post jam patch! Thank you for trying despite the genre not being to your liking. I genuinely appreciate it!
Nice game. The aiming system is funny and the card system too. Did you implemented a saving system because I closed the game and when I came back: I lost my progression and my cards. And I don’t understand how to interact with asteroids and floating objects: does the cards effects occurs when I destroy them? Very promising game overall.
Thank you! Haven’t implemented a saving system yet, but you can unlock all the cards and levels from the settings and resume from where you left off. I will add info about spacerocks in the tutorial. They have to be broken to activate their effects. You can see what effects they have and how much HP they have by clicking on them.
Thanks again for playing!
I had fun playing this. It took a little bit to get the hang of it, but I enjoyed learning and it felt rewarding when I made a good shot.
It feels a little odd to be able to add "Basic Attack" as one of your four cards slots when all 3 ship have Basic Attack as a default ability. I kinda get having it in the list of cards, so you can see what it does out of combat, but the first time I was setting my cards I wasn't sure if I needed to add it or not.
Sometimes it was hard to click on Stop when I was finished moving my ship but still had energy left. I would click on it, and it would rotate my ship. The first several turns in each combat it seemed to work fine, but then it would seem to stop working. At first noticed it happening when I had the ship I was moving, Spaceship, close enough to Assassin that the Stop was under Assassin's Health and Energy bars, but I also had issues out in the open away from other things.
I wish the End Turn button was placed elsewhere. I accidentally ended my turn a few times because I finished with the current ship and clicked the button before recalling that doing so wasn't just ending the character's turn. Where it is placed looks like it is for an individual ship, not all of them. I also think it would have been nice if there was a visual indicator that a ship had attacked and/or moved without having to click on them to see what I had done.
I didn't get some of the cards without turning on the debug option to see them all. I think the cards are all preset, but I'm not 100% sure. Are the locked cards ones you can get through playing the game right now, or are they meant to be unlocked in a later chapter?
I missed the opening story the first time through. I did the tutorial, and it listed the first mission as complete, so I went on to the second one. After beating the rest of them, I went back to the first, and got the story. It might be a good idea not to mark it as complete after finishing the tutorial to encourage players to start with that mission.
For card layout, I gave Spaceship Alpha 1 Laser weapons. I gave Assassin Alpha 1 straight shot weapons, like Double Attack and Hex Shot. I gave Support Tank Alpha healing cards and Sniper's Vision. I mostly kept my ships towards the back, though I moved Spaceship forward a little to make better use of the Lasers. I had a hard time hitting things with Support Tank, which felt intentional. The times I did hit felt really good, particularly the few times I got within the aiming range. I hit most of the time with both Spaceship and Assassin, and I got the Aim bonus with Assassin more often than I not.
In many ways, I think Double Attack was one of most powerful damage cards. Being able to hit twice without using any energy made it really useful. Pairing it with high energy abilities was particularly nice, because I could fairly consistently do multiple points of damage a few turns in a row while saving up for the more damaging abilities.
There was noticeable lag when I use Fibonacci Strike, regardless of how much energy I had. Some of the Laser abilities also sometimes had a lag.
If I used Godrin's Ring, my revived ship would get to act, even if they had already acted that turn. More often than not, I used it after losing a ship during the enemies turn. But there was once when I hit something that blew up and destroyed that ship, and they were able to attack again that turn because I used Godrin's Ring.
I really enjoyed Sniper's Vision. I found it very helpful with aiming.
I really enjoyed the art. The cut scenes were visually powerful, and the character images were full of personality. I liked how each ship looked different and felt like they fit the personality of the character. It was easy to tell the enemies apart, which helped with deciding what order to attack them in.
The story was compelling. By the end I had more questions than answers and wasn't ready for the game to be over. I wanted to help protect the people of the planet, and I wanted to learn more about the enemies and why they were doing what they were doing.
This was fun. I look forward to seeing more of the story and what new abilities are going to be added.
Thank you so much for the incredibly detailed review! Genuinely means a lot to me.
I will try to answer some of the questions you had.
Basic Attack I will remove. I added it to show all abilities as you said, and also I had another ability in mind that could use 2 basic attacks. But I discarded that as too complex for the demo. I will remove the basic attack card in the next patch.
I will fix the stop button issue. It can definitely be frustrating when the ship starts rotating instead of stopping.
That’s a really good point about the end turn. I will add a confirmation box before ending turn if any ships have actions pending.
I will add attack and move icons to solve this issue. There are visual indicators, but they aren’t very clear right now.
The cards not being unlocked is a major oopsie on my part. I thought I had 1-2 cards that I have missed, but it was a whopping 10 cards! This is easily fixed and I am almost embarrassed that I let this bug seep in.
The double strike is definitely one of the strongest cards in the game with a whopping 0-4 value with a crit!
You’ve unraveled a core property of Godrins ring! When a ship is revived you not only get to play the turn again, you also get its special back! There’s also achievements for this :)
The character art of Gwen, Pearl and Flinn is done by Pyramind Ink, he is an amazing artist!
I am so glad the story got you invested!
I will be improving upon the points you mentioned. Thank you again for giving this a go!
Yes, this is fun. I had a bad time aiming with the support tank. Plus, I like the first cut scene and the transition animation. The story seemed solid.
Thank you for trying the game! I am glad you liked it. :) Support ship has a really fast notch, makes it very hard to aim, so its not your fault. (She thrives with no-aim, high-energy abilities, because she regenerates 2 energy instead of 1 every turn. )
Played in Browser.
Interesting visuals, tutorial was pretty easy to understand and get moving quickly. This game felt like legit demo or clean vertical slice for a much bigger game. I was surprised how much I got out of it. Also, I didn’t know I couldn’t shoot overlapping my allies, my bad. Maybe the United Government are evil... Because I got one ship killed, it let me “repair” it from 0 after the mission, but in the next area it wasn’t available on screen to use. Maybe intentional, as later I unlocked a revive, but “repair” might be confusing for fallen ships if that was the intention. And I learned what ruefully means today! One of the ships is really hard to aim for not much reward it feels like = support tank alpha. Maybe intentional and it builds up later in the story, I just didn't notice much of a difference in damage vs the reward of getting it straight. Spaceship alpha1 would just auto attack and waste their turn when fighting the AA Defender and would continue to do it randomly afterward. Looking into it, might be registering clicks at the bottom of the screen between turns before the ui comes back for my turn; as I’m clicking through dialogue > it clicks an action. Might be nice if I can take back a mistake when still my turn or a way to quick wipe and start a run over when I know it’s already impossible to continue. Fibonacci strike also causes a brief stutter every time I use it (again, I was in browser, so maybe this is fine on the downloaded version). Overall had a lot more fun than I anticipated! Like I said, this felt like a demo to a much bigger game. I’ll be interested to follow the progress!
Looking at your questions,
Thank you so much for the detailed review and for playing the game! Really means a lot to me.
The ship repairing from zero and now showing up is definitely a bug that I haven’t seen before. Can you tell me where you experienced it? In what level roughly? i will try to get to the bottom of this. (I need to change the text from repair to revive for fallen ships in the card select screen)
The support ship does not do higher damage but recharges 2 energy per turn, unlike the standard 1 energy for usual ships. She can slot most high energy no-aim support abilities and use them consistently. (This ship is pretty much an energy monster)
Going back after a mistake is something I intend to add in the coming patches.
Restart level is a good idea! There are moments when we know the level is lost. I will definitely add this.
I have also noticed lag spikes in the browser version. I will try to deal with this soon.
Your opinions on story are very spot on! These are gonna be the areas I will work on for the next patch.
The darker cut-scene in actually incomplete. I only show one painting here, but there’s three. I ran out of time for the jam to implement them. Your thoughts on show more tell less is also spot on! I ma going to redo most of the dialogue, and take the suggestions you gave. i am not entirely satisfied with it.
Thank you again for playing the game! Your feedback was invaluable!
I can't remember the exact point, it was either 1 before or RIGHT before fighting the boss in the 3rd level? > that I got the repair bug. If I get a chance to play it again before you do any updates, I'll see if it happens again. Might trigger whenever, I don't know to be honest. I also don't know if it happens in general or it is character specific. ...I killed Flinn...
Also, did you update this week? Cause I did notice when I just peaked at the game again that the intro was different and this time I didn't choose the tutorial?
That makes sense with support ship. I did find myself using it as more of a mobile battery I moved between the other two ships.
Sounds like some solid update plans coming down the pipeline though!
I did not update it after the jam.
In the current patch there is a bug that if you complete the tutorial, the game thinks you have completed the first mission “Rion the Destroyer”. and sends you to the second mission.
I just found out about it. This could also be the reason why you found the intro to be rushed and without a setup. 😅
I will fix all this in the next patch.
I was gonna say, I found this intro much better (>▽<) !
Thank you! I do feel really bad about the bug. Apologies for that!
This is a really fun turn-based game, I’m liking it a lot.
The character art is beautiful, and the design of the cards is great.
The cutscenes are also very well executed.
The only thing is, the player spaceships look a little strange. I think it would be better to change their design.
But overall, I love the storytelling and the gameplay!
Thank you so much for trying this out! Means a lot of me.
I will definitely try to improve the ship designs in the coming patches. 🤔 I’ve some ideas that I’ve been meaning to implement for some of the ship designs. I’m also going to change some of the enemy ships.
Thank you again for your kind words! What build did u end up using?
I used these builds.
Because the green spaceship is harder to control, I used heal and energy cards for it.
By the way, I found a problem when we pause the game. When we pause and go to the Main Menu, it is already paused. You probably forgot to change the ProcessMode
Thank you for sharing these! Very useful to see all the builds. It will help me balance out the abilities in the future patch.
I left a positive comment in the review section of your game's itch page. show it if you'd like!
I can’t see it and did not get a notification for it. I thought the comment section was open and anyone can post. Am I missing something? 🤔
Maybe
Could it be that Itch is not allowing you to post comments ? It did that to me till my account was 1 month old. I had to reach out to their support a few times.
I don't know. My account was created a year ago.
Honestly, I was kind of stunned. Sure, it is still a prototype but I was really impressed and really had fun playing.
For a more detailed review:
Positive aspects
Improvements
Well I don’t have much to say on what is already present! From what I understood, the gameplay loop here is only dialog/battle/card/dialog/battle, etc. Do you plan to add more mechanics/elements in the future or are you leaving it as is?
Anyway, very solid prototype! I am impressed!
Thank you so much for your kind words! 🥺
The art work of the three protagonists (ones in the cover) is by pyramid ink. The rest of the art in the game by me.(I’m still a beginner)
So glad you liked it!
For now that the gameplay loop is as you described it. In the future I will add more unlockable ships, each with their own special abilities and quirks, and a shop where you can buy certains abilities and ships. So the earned credits will have more value. 😄
Hey! you did really well job! I really like how you made the UI, it's pretty clean.
Character's art is really good!
Story looks interesting, characters are catchy. I was not pretty sure about intro scene with the child. Maybe I didn't read it properly.
What bother me is mixing a tactic turn-base game with skill-based aiming. I was confuse because I was missing my shots. It's not bad thing probably other ppl could like that but I would expect more standard approach where I can just click enemy I want to attack. I fully understand what you want to achieve by mixing it, just mentioning my feelings.
Card mechanic is good, I like how you designed it. You can easily expand it to many directions.
The game has potential to be nice mix of tactic, deck builder with rich story. Cool!
Congratulations on your submission! Keep working!
Thank you for playing Anachronium! Really means a lot! :)
Also, thank you also for being honest about your feelings.
I’ve always been afraid that turn based enjoyers might not like the aim mechanic because that is not usual. I’ve taken a gamble anyway.
But you’ve given me an idea. Maybe sometime in the future I can make a small prototype where enemies can be directly selected to shoot at and the attacks go directly at the enemies without aiming. 🤔
I’ll definitely think more about this.
Great work, top marks for this!
Yes it is fun and the story, while catchy, should have the cutscenes be skippable to add replay value.
I played all available levels, and would have played more if it was available.
Some visual glitches with rewinding time and warping to the next stage:
Thank you so much for trying this game out!
I have noted these issues and they will be fixed in the next patch itself!
What do you think about the difficulty of the game and the balance? Did you have a preferred build for your ships?
Self destruct feels a bit overpowered for the enemies, like a 1 hit KO.
I gave the yellow tank all the big damage cards and distributed healing and energy buffs to the other two, and the blue one got sniper shot.
I didn't really use the 5 energy cards or the damage-dealing 0/1 energy cards. Never used the aiming buff cards, and didn't think the flower pattern attacks were that useful.
I did notice lag spikes sometimes on hitting an enemy with cards like the Blast Gun, and the raining heal card won't reach your ships that are below another one, which seemed odd in space but may be intentional.
Thank you! This is really useful information! I will take these into consideration when balancing the cards next patch.
Dumping damage cards in the assassin ship is a solid strategy!
I have heard the sentiment about the flower cards not seeming powerful. I will rebalance them next patch and improve their descriptions as well.
Yes, the rain not hitting ships below each other is intentional so that each ship has to be positioned well before the ability is used, gives a bit more importance to movement.
Thanks again for checking this game out! If you have any other critiques feel free to leave them here. I am always looking to improve the game.
Hey, this is really cool. I like the story elements that are here with the cutscenes. There's clearly a lot of work gone into this. I found it quite difficult to work out where my shots where going to go, which wasnt a problem for the larger enemies, but was for those smaller ones. I don't know if having some indication on the bar where the enemy is relative to the ship could help. I also think it might help instead of having to click between ships, the game just switched you between them automatically. This bit is a bit nitpicky, but it'd be cool if you have a few more sounds, like when a characters text is coming up on screen, or when your picking a card. Cool game though.
Hello jam_bone!
Thank you so much for trying this game out! Really means a lot.
There is an ability card called “snipers vision” that solves the exact problem. It draws lines from the player ship to the enemy ships, that way you can always know where the notch is in comparison. Do you think this should be a permanent feature rather than an ability? (I have not made it default because I thought it would make the game too easy but I would love to know your thoughts)
I will definitely look into the automating selection switching in the coming patch!
You are absolutely right about the missing sound effects. This patch I tried to give the sounds for every ability card. Now I will focus on sounds for UI, movement dialogues and so on.
Again, thank you so much for the feedback. If you can think of any other critiques, I would be happy to hear and work on them!
It's hard to say. Current the dial icon is so small, when on bigger screens its difficult to see where a projectile is supposed to go. It might just be that you could get away a larger icon or arrow and still have the ability. On the other hand, if the sniper ability makes the game a lot easier and is always the best option to pick maybe it should just be standard. Personally ide try and put green sections on the dial relative the where the enemy is, so you know if you fire in the green spot you'll hit something. And maybe the sniper ability reveals weak spots that cause extra damage if hit. I could also just be bad at this kind of game, so there's that.
Yeah I agree. It is rather difficult to balance this game. Every patch much of my time is spent in balancing. I will definitely try to improve the notch further because it is the most crucial mechanic of the game. If you have the time or like this format of game, would love to know your thoughts on a longer playthrough!
Sure, ill give it a longer playthrough when I have some time and give you my thoughts
I really like your game so far. This is a game that I will want to be playing more of. Here are some of my thoughts:
In the tutorial, when it tells you to click on any one of your ships to continue, your top ship is covered by the bars at the top and bottom.
In the tutorial, when moving Support Tank Alpha forward, the stop button is obscured by the panel with the text.
Overall the tutorial was pretty good, it gave me a feel for the combat without shoving everything at me all at once.
The mobile destroyers felt a little hard to hit with them being so early as people are still figuring out the game.
It feels a little odd that the astroids and other objects move with your ships in the flying out animation.
In the card selection screen, I wish that there was a way to turn off the zoomed popup of the card when you hover over one. It can be annoying when you are outfitting your ships.
In the second mission/set of fights, in the final fight, the final dialog, the first letter is not capitalized. It is currently "enough from you. Officers engage!"
I wish that it was more clear that you could not attack Crusher's ship from the front center when you start combat, the red beam in front of him looked like part of the ship art, not a shield. (This is being said with me not using any shield cards.)
My main combat style was using shotgun of multiple tiers, laser of multiple tiers, blast cannon, and energy recharge. Mostly I did not use the special abilities of your ships, instead I used the basic cards. So far I made it past beating Crusher, and this combat style has mostly worked for me.
It might be nice if you could use some of the credits to upgrade your ships. Example: Upgrading Support Tank Alpha's aiming difficulty.
-R
Thank you so much for playing this! Really means the world to me.
I will fix the problems that you mentioned in the tutorial.
You are right about the mobile destroyers. I kept nerfing them but that’s not a good solution. I plan to add another newly designed level with a better difficulty curve. and leave the mobile destroyers for a more difficult mission.
Apologies for the wonky battle end animation! I intend to fix it before the next patch.
I definitely see the crusher shield seeming invincible as an issue. I do like the feeling it creates when fighting the boss, but the shield does have a set HP. Maybe I will show damage onto it when it gets hit to make it feel less permanent.
It is absolutely possible to beat the game without using specials. (I call it the no-special run, haha)
Your Strategy seems to be pretty strong at dealing with most threats!
I intend to use credits for buying certain ships, temporary upgrades and some cards for the ships down the line.
Thank you again for playing! Do let me know if you have any other thoughts, after beating the final boss. I am always open for critiques!
Love the changes you made to the cards, music and presentation overall. Feel like you've taken major strides in the look of the game. New cutscenes are also great. Really good job! I was playing on the web build, I did have a little bit of hitching when attacks would hit the enemies. Don't know if this is exclusive to the web build but wanted to let you know.
Glad you liked the changes! I have taken almost all of your feedback and improved based on that, so a lot of this is thanks to you!
I had no idea the game was lagging. I think it happens because the GPU renderer plays trails and those are invisible in the web version. I will try to optimize this in future builds and look at some alternates.
I'm glad the feedback was helpful, I did notice a lot of changes we discussed. I will try and download a version of the game and see if I still notice the lag. It's not game breaking just something I noticed.
Do let me know whatever you find!
This is the first time I'm leaving feedback on one of your games, so fair warning, I can get a bit into tiny details at times. I tend to give a lot of advice. Please take this as my personal preferences/opinions and do with it what you will to make your game.
The Settings button is a bit faint. On the web it is also covered by the "User Tools" links on Itch. I didn't see it until I hid those. Going into fullscreen would also show it, and I'm sure many people do sue fullscreen for the web games to deal with those links. I take notes while play, and not all fullscreen games play nicely with that, so I start without and test as I go.
It would be nice if there was BG music on the title screen.
When having volume controls it is good to have something playing so the player can adjust the volume and get feedback on their changes. BG music on the title screen would work for the music adjustment with your settings also being there. For SFX we play a short sound every time the volume is adjusted.
I do like the debug type unlocks you offer in the settings, and may try some later.
I started the tutorial, and it was also silent. I double checked my sound settings, then restarted and went into the main game, at which point I got sound. I then returned to the tutorial.
I like how you cover over elements during the tutorial to bring focus where you want it. Many will just highlight the key part while leaving everything else, but this does a good job of making it clear what the focus is.
When you start you see 3 ships, but when you get to the step that says to click on any of your ships, that blocking of other parts of the screen, is now covering up the top ship. I just see the bottom half of the text "( MOVE )". I can click on either of the others, but it did stand out to me that it says to click on any, but limits to 2 of 3. This is a bit nit-picky, but when giving jam feedback, I like to mention what I notice and leave it up to the dev to decide what to do with it.
After selecting the Assassin ship, it said to select the Basic Attack. While moving my mouse to it, I noticed that the Shotgun card also had a light-up/glow effect as I passed over the left edge of it. The basic attack had that effect, but the other 2 cards did not. The Shotgun also only had it on a small portion. At the vertical middle you have horizontal lines on either side. It only highlighted from the left edge up to the start of that line. I was able to right-click to get the info popup for the Shotgun card.
When you mouse over the cards it says to right-click to see more info. You may want to disable that text during this step of the tutorial. Your overlay seems to cover much of the card. I was able to close the card by clicking off to the side, but it lacked a clear way to close it.
The Aim Circle/Speed look to be using special font characters that may be OS specific. I am on Linux and see that your download is Windows, so I am guessing you are using a Windows system font for that display. I recommend including any fonts you use in your export, and not relying on system fonts. Looking at a screenshot, it looks like when Normal, there should be a green circle there.
When I clicked on Basic Attack I got some sound. It was a bit loud, so I adjusted my speakers, but then tried to click on the sound icon at the top right of the screen. That cause the ship to fire. It wasn't straight on, but I was lucky and it was close to center and still hit the enemy.
I like the way the sound changes to reflect how close it is to the center.
For the Move step, I think it would be nice if the "Click here" text had an arrow, as you aren't supposed to click on that text, but the Move text below it. You could even do away with the "Click here" text and just have an arrow, maybe pulsing, pointing at the button.
The Move text in the area that looks like a tab is thin, and the hover effect is fairly faint. You may want to add something more to the hover. The Move text under the ships have a glow to them, so maybe add that to the tab location as well.
I had chosen the bottom ship. I moved straight forward. The bottom edge of the ship, and the movement remaining indicator were cutoff by the tutorial text. The Stop button was also covered.
After moving I did the Basic Attack again. This time there was no sound as the indicator moved. There was sound when it fired.
For the message about gaining energy and fuel, I think you should add the word "is", making the end "its fuel is refilled".
Now that I can see the full card when right-clicking on it, I don't see a clear indicator of how to close the view. Clicking on the card itself does nothing. Clicking anywhere else, including on the text about the card, closes it. If there is no action for clicking on the card, then I would recommend closing it when clicking the card as well.
After our recent discussions about the Shotgun, I had to go with it for the Assassin. Since you said the spread was reduced, I moved straight ahead with full movement, and fired. It seemed like the spread was still reasonable, and all 3 hit the main target.
The description for Band Aid looks to be missing a space in "reverse damage".
I had moved the bottom ship mostly straight forward and stopped with the front just left of where the Move tab starts to angle down. When I went to click on the Move text below the ship, it did not respond initially. I was able to get it to react by moving the mouse up to the top third of the text. You have the tabbed Move button right there, so it is not a big issue blocking gameplay. Edit: After starting the next combat I retested this and found that even when starting I had the same issue. I'm guessing you have a Container extending edge to edge that is above the ships and blocking access to the Move button. If so, and you don't need it to pass things up, you may want to change the Mouse setting to Ignore.
I finished the tutorial. The targeting sound was intermittent as I played. I did not pay enough attention to figure out if there was a pattern. It may be the first ship each turn had it, but I cannot confirm that at the moment.
I gained 5000 Credits, and clicked the button for cards. Then I got a screen that had some header text saying "You've unlocked new abilities", with a large empty area and a next button. I waited a bit expecting something to show up in the middle area. Personally, if all that is meant to show up there is that text, I'd move it to be more vertically centered so the screen doesn't feel so empty and like there is something missing. When I clicked next it took me to what looked like the main game screen. I did not see anywhere to spend the credits or buy new cards. I'm guessing that may be related to it having been the end of the tutorial and not being able to buy anything going into the main game, but it could use with something more there to explain the situation.
I could now move between circles to select a mission. The first shows as completed, which is likely from my previous play. Moving between the missions, I can go from the first to the last with a single click. From the last, however, I can only click on the previous mission.
I like the intro. It is a good length, and gives a nice starting point for the game.
The music fits the game well. Combat feels much better having the music playing.
I started with the bottom ship. After clicking Move the bottom UI was hidden, and I acknowledged there was a fair amount of screen space down there. I decided to spread my ships out. I did think about how the UI might cover up a ship that went too far down, but wanted to try it anyway. I angled the ship down at a 45 degree angle and moved forward. It went a short distance in the direction I was aiming, and then started to slide to the right. I would prefer if the UI, or most of it, remained to show the limit of where you can go. I'm going to say that the bottom edge lines up with the larger line going across below the Move & End Turn tab-like buttons. Maybe just hide them, and the cards, but leave the lower UI outline to mark where the player can move.
Pressing the power icon brings up a Quit Game panel that looks a bit out of place. It is very bland an un-styled, like it is missing your main theme.
I'm going to be taking a break now. It is dark now and the loud festivities are starting. I'll play again later tonight or tomorrow and actually play through the main game.
I love the feedback that you’ve given!
It’s quite detailed and actionable and tells me exactly what you are thinking at each step of the playthrough.
I’m truly grateful that you took the time to play and write this!
I’ve taken detailed notes from this and will be fixing everything you mentioned before the next patch
I’ll answer some of the questions that you’ve asked.
The tutorial needs a touch up in general.🤔 I’ll fix it.
Looking forward to your playthrough of the main game!
When I came back to play again I refreshed the page. This time the first mission showed as not yet completed. So, maybe completing the tutorial marked the first mission as complete.
Having played through it already, it would be nice to be able to skip the opening sequence on subsequent plays.
It would be nice if the battle log used different color for the text to distinguish your actions vs the enemy's. It does show "ENEMY TURN", but maybe having the enemy hurting you be red, while you hurting them is orange or something else. I think more important than that, though, would be to add a message or spacer after the enemy turn, before the messages about your ships recharging before turn start.
It seems odd that you include a Basic Attack card, when every ship also gets that ability. Is there a reason to have a second copy? Or is it just because the display includes all cards perhaps.
For the 3rd fight in the first area it seemed like time was sensitive, so I tried to take the enemy out as fast as possible, while the previous fights I had done a bit more experimenting. I had not used the special abilities yet, so decided to start with them. I charged all ships to full energy. Then used the Blast Gun (I keep wanting to call it Blast Cannon) on the center enemy, hitting slightly high and hitting them and the ship above. I moved everyone where I wanted them, and then got my extra turn. I fired the Blast Gun again, destroying both the center and top enemies. I the used the Bounty Shotgun with the Support ship and did some damage to the last ship, though was not able to take it out. The next turn I finished it off quickly.
The last text was "Prepare to land on Drunghur", instead of "Dronghur".
In the text "they will take at least a week to reach." A space is missing in "at least". Unless it is intentional for the character's speech, I'd say it should have something more at the end, such as "reach us" or "reach here".
After the old man says "Follow me", it feels a bit abrupt switching to the ship loadout/cards screen.
I'm not fully sure on the ores and stones that come on the screen with asteroids. I tried to collect Godrin's Stone (I think that is what it was called), and took collision damage. Then I shot it, but it was near the top of the screen, and I could not read everything that popped up. Clicking on it said something about reviving a ship, so I had wanted to collect it. I did not have any destroyed ships, so it probably was wasteful. It seems like shooting the repair stuff heals the ship that shot it. The blue/green Military Supplies seem to heal all of your ships, while the red you were told not to shoot I'm guessing heal the enemy.
As far as I can tell the Credits are just for repairing your ship. This works well, as I'm not concerned about being able to afford repairs with nothing else to spend them on.
The Quick Repairs description could use some work. I'd start with "Finding popularity" or "Having found". There is also a period followed by a lowercase letter and no space.
The "E" in "enough from you" in the Crusher fight should be capitalized.
I did not do as well on the Crusher fight. I did not count my fights, so didn't swap out any abilities for more powerful ones. I'd planned to use the Doom Cannon on the next boss fight. I also did not jump to using the Specials right away. I tested a basic attack on the shield and found it was not damaged at all. I then moved my top ship to attack the outer target. I continued largely treating it like any other fight as I took out the top target. Then I got hit by its special. The ship with the basic targeting heal was the one that got hit, so I had to charge up to use Uplifting Aura, and even that was not really enough. I also adjusted positions so the damaged ship was behind another. The enemy's next attack destroyed a Military Supplies, which also helped heal me up a bit. I did a bit of damage control and repair, and then went back to my strategy from the last boss fight of using the specials to hit hard and fast. I was able to win without losing any ships
At the end of a level you may want to rotate the ships so they are facing the right edge of the screen before they warp out. It looks a bit odd with some of them highly rotated. The asteroids and other stuff flying with them is also a bit off, and you may want to hide the other stuff, or do something with it, while making sure not to damage the ships.
It looks like I got Pravarshan twice. I got it earlier and again from the fight I just finished.
As I am unlocking more cards, I find that I am not changing my ship loadout often. The Blast Gun is my favorite. I also like the Laser of Lamentation as a second to that for group damage.
I'm going to pause here and list my current setup. I'm not fully happy with it, but am getting tired and not processing exactly how I want to change it, just that I know I want to update it.
Spaceship: Triple Attack, Tri Laser, Laser Beam, Band Aid (Swapping to Pravarshan for next boss)
Assassin: Double Attack, Shotgun, Blast Gun, Uplifting Aura
Support: Recharge Ally, Bounty Shotgun, Energy Infusion, Laser of Lamentation
I haven't really used the Tri Laser, so I'm swapping it for the Hexa Shot I just got.
I haven't tried The Flower, as it makes me think it will do a starburst style attack from your ship going in all directions and increase chances of friendly fire. With the enemies always staying on the far right, and your ships limited in how far right you can go, that style doesn't make sense. The enemy also used the Remorse Flower on me and it looked like it may have been a homing attack. I'm swapping in the Remorse Flower to try out in the next fight, replacing Shotgun, which I rarely use. I feel like there is no need for the Shotgun when I can use Triple Attack. If my aim was better I might be able to hit multiple targets, but in most cases 3 straight shots can be used more often. If there were more slots I might add in a shotgun for alternate scenarios, but it just doesn't compare favorably. Sure, you can only use 1 of each card, so it could go to another ship, but other things win over it. Of course, once you get the higher shot count Shotguns things are different, but even there I'm only using the Bounty Shotgun on the Support, since it can use it any turn after the first. The Bounty Shotgun has a good balance for me on that ship, especially with the ship's low accuracy.
OK, I know the level said it was Difficult, so I should have expected more. I was thinking to use the first fight for my testing, but it looks like a boss on its own. We shall see how it goes.
I built up and used the Remorse Flower. I messed up my timing, but it was still very powerful, and also pretty.
After fight 2 of level 3 all the cards I got were duplicates. Since it does not seem like you can assign 2 of the same card, even when getting a duplicate, this feels off. Especially with the header text saying "You've Unlocked New Abilities".
Typo in Signal fight in the word "transmission" in "Gwen we are getting a transmission".
Typo in post-fight text "face of danger in beyond me" should probably be "is beyond me". Same conversation from Flinn "information" is misspelled.
I initially used WASD for controlling my ship movement, but found the rotation hard to get right. After a while I remembered the mouse could be used as well, and that is so nice for accurately aiming at an enemy!
More duplicate cards, at least 2 of them being the same as the previous fight. There are still a fair number of cards not yet unlocked as I go into the final level.
In The Phantom Mission Info it says "What does his objective?", which should probably be "What is his objective?".
Interesting that after the 3rd fight being listed as Difficult, the 4th fight is only listed as Medium Difficulty.
After seeing the post-fight display of enemies from level 3, I swapped the Hexa Shot out for Penta Laser, figuring if there are layers of enemies, the laser would be more useful.
And starting the final level, instead of a fleet, I am greeted with a single ship. The other may have been better here. We shall see what comes next.
I took some significant damage, and ended up hiding one of my ships behind another as it was very low on HP. My base strategy works well on the boss fights, though I should have paid a bit better attention here to healing, as there was a point I could have healed up and didn't. I really like charging everyone to full energy, and then taking another turn. I don't use the special attack that often. Actually I think I only used it once or twice, after I had drained their energy on other stuff, though as part of the opening combo it does work well for the second turn after all others have used their abilities.
When I finished there were still a number of cards locked. It would also be nice to be able to view cards without going into a fight, as I wanted to read the text on the new ones, but was not going to do another fight. From the card select screen there does not appear to be a way to get back to the menu.
I really like the power boosting mechanic when aiming straight ahead and getting the accuracy in the range. That keeps the combat feeling more active and give a nice reward not just for tactics, but skill as well.
I enjoyed playing through the game. The story was good, and I look forward to seeing the rest of it. I may have more thoughts later, but I'm tired so will end it here for now.
Thank you for playing the entire game! This makes me so happy!
I went over your comment multiple times and read it at least 5 times and made a page full of rigorous notes.
I have made note of many of the problems you faced and will fix them in the next patch.
I will try to answer the questions you have asked.
Battlelog truly needs a revamp with more formatting and better code.
Basic attack I have kept for certain future ability related stuff. I wanted to add a particular ability that could make use of it, but then I decided it could be too complicated for a demo and decided against it. I have left it in anyway.
Your boss strategy is pretty solid! Rushing the boss is quite useful, especially if you have saved the specials for last!
I have made a note of the typos. The text is what I really need to revamp before the next patch comes along.
All space rocks have to be broken to be activated.(I will add this in the tutorial) Godrin’s Stone will have no effect if none of your ships are dead, even if you activate it.
Military supplies have many abilities but they are hidden. You can’t know what they will unlock until you break them. There’s some REALLY strong ones and some ok ones. same for enemy supplies.
Credits can only revive/repair ships.
I see many people mention not swapping abilities between levels. I don’t know if thats a good thing or a bad thing, Since it is a skill intensive game, that’s good that people are trying to get familiarity with their current kit and have found their preferences. But if they are not getting any dopamine from unlocking a card or browsing that could be bad. What are your thoughts on this? From a game design perspective you can ideally beat the game with any combo of cards. Some are better or worse in certain situations.
End level animations I will fix! Apologies for the janky experience there.
Card unlock is something I am gonna fix. There are issues of repeats(errors on my end). After multiple revamps of the cards, I could not complete the rewards system in time for the jam.
I will add a dedicated card screen where you can see all your unlocked cards.
Phantom is a collaboration with Unhinged Gekko and his game Arteus Victus and is a perma-unlocked side quest. The main story of the demo ends with Signal. Facing the army of ships is supposed to be the cliffhanger that ends the demo. Doing the phantom level unlocks 3 unique and extremely strong abilities, notable ones, Phantom Ray and Phantom Flower.
(I will add a side quest tag to the phantom level so this is more clear in the future.)
Thank you for explaining your fights in detail btw! This really helps me understand what your thought process is while playing and greatly helps with balancing the game and providing more options in the future.
If you have more thoughts on the game, feel free to message me anytime! I am always open for feedback.
I would love to ask you two things. How difficult did you find the game? And how was the card balance in general?
I think a tag of optional level/side quest will help with the Phantom level, but if possible, I'd see about adjusting the level select indicator for it as well. Giving a bit more distance, or maybe a color change to the circle. Something to stand out more right from the start so players see it as different and are more likely to pay attention to the fact that it is bonus and the story ends with the third level. The way it transitioned it felt like it could be part of the story. Possibly this new thing might be something to gain for your fight against the invading forces. Like it was a step along the way to that big fight we just saw.
For the cards, I think they need some rebalancing. The new ones could be interesting, but when evaluating things they just did not pay off for me. I am a very logical person. While I enjoy story, when I it comes to picking my party and equipment, I get into the details. I want to know everything and go with the most effective combo for my play style. One issue for me in picking some cards was the unknowns. In a future play I may experiment more, but for the first time through I wanted to win without losing any ships. That limited some experimentation. If I wasn't sure on how an ability worked, and wasn't sure I could calculate its damage/effectiveness, I skipped it. This included things like the Sniper line and Fuel Shot. How does distance get converted into damage? How much fuel does each ship have? I also had this issue with the Flower, as mentioned in my other comments. After seeing it used, I was willing to try it, as it looked really cool and powerful, but the card art and description made me think it worked differently, and I wasn't willing to risk it before seeing it in use. Self-destruct was never on my list to even consider using.
Side note here, maybe add a testing mode/shooting range for players to try out the abilities and see how they work.
I mainly focused on dealing damage. In some games I go all out on a turtle defense style, in others I like to hit hard and take the enemy out before they can hurt me, so there is no need to heal. In this game I went with win fast and limit getting hit. I also like to be prepared for everything I can. I started picking cards based on doing damage, then added some healing and support. The support ship was hard to aim, but had an extra point of energy per turn, so it got 2 abilities to pass that energy on to another ship that I could better aim. It also gave it attacks that spread out to make up for aiming issues, especially as I got more tired. While picking abilities I also wanted to have a good mix. I liked the multi-hit straight ones, especially Double Attack costing 0, and Triple Attack only costing 1. I feel like the Triple Attack costing the same as the basic Shotgun makes the Shotgun significantly less appealing. With the way aiming works, the Shotgun line is hard to use to really hit several targets, so aiming straight and guaranteeing that if you hit, all shots hit, is the better option. Only for the Support ship with its harder aiming did the Shoutgun make more sense for me, and even then, I did not use it much.
I largely broke the weapons down into lasers, which were vital for penetrating shields, basic/straight projectiles, shotguns, and other. As mentioned before, the Blast Gun was hands down my favorite weapon. It could hit multiple enemies, get around shields, and do good damage. The cost was also low enough that I could use it often. I put it on the Assassin ship, and then had the Support ship keep giving it an energy boost so I could use it more often. As much as I loved using it, I think it may be overpowered as is, and should probably have the cost increased to 3. Instead of higher cost, it could maybe get the damage amount dropped down.
Once I learned about how the Flower line worked, I also liked them. With it covering a wide area, it also worked as a good alternative to using a Shotgun. The base Flower cost more for equal projectiles in a Shotgun, but going straight meant more could hit from greater range. Once you get the second Flower, the shotgun really loses most value. The only Shotgun I gave any value to was the Bounty Shotgun. The cost of 2 with the spread giving me a better chance of hitting made it a decent choice for the Support when I needed to use it to finish an enemy. The 5 shots over the 3 of the 2 cost Tri Laser helped with the accuracy concern. If there were more options at the 2 cost tier I'd have considered them over the shotgun. I think the split Lasers suffer from the same issue as the Shotguns. The aiming can be tough, and from a distance you are not likely to hit multiple targets, or multiple times on the same enemy. This may be intended to encourage getting up close with them, but why? Why would I get close and use a Shotgun, or split Laser, when there are so many options that let me do just as much damage, for similar cost, from further away?
I think the Shotguns need an overhaul to make them feel worth getting closer to use. They need to be more powerful than the equivalent non-Shotgun options. At the low end we have the 0 cost Double Attack and 1 cost Triple Attack vs the 1 cost Shotgun. What benefit does the Shotgun offer over those? It spreads a bit, which can increase the chance of hitting if your aim is off, but aim is vital, so for most ships I think in terms of having decent accuracy. Also, if I am relying on the spread to hit, then that is accepting that I may be doing less damage for any missed shots, lessening the value equation somewhat. At 3 cost the 7 projectiles of the Shotgun over 6 of Hexa Shot does offer some boost, though at 4 cost, they are equal and straight wins for me. Back down at 3 cost we now have the Flower line. I did not use the 3 cost one, and looking at it, the 5 projectiles vs 6 or 7 alternatives just discussed doesn't seem as good. Having not used it enough, maybe the way it moves would balance out, but that would need more testing. Once we get to 4 cost the Remorse Flower with 12 projectiles dominates the Nona Shot and Destroyer alternatives with only 9. The Shotgun line also stops at 4, while the Flower line gets the 5 cost 16 projectile. Of course that is from the bonus fight, and I'm not sure the extra energy is worth the slight bump. I'll quickly bring this back to the Blast Gun, and compare the 2 cost Shotgun to it. Shotgun has 5 projectiles doing 1 point each. The Blast Gun is 4 damage per target. If hitting 1 target, the Shotgun does 1 extra. If you hit 2 or more targets, the Blast Gun totally dominates on damage. Now, the Blast Gun does require more accuracy to hit, so that can impact the equation.
Next I'll move on to Lasers. The Shotguns also need to compare to these, but they have their own pros and cons, so I'll center the focus here on them with mentions relating to Shotguns. The basic 1 cost Laser is a good low cost way to hit through shields, or when the enemies line up. I equipped the Tri laser for a while, but didn't really use it, and now consider it to be less desirable. It has the same split negatives as the Shotgun, though suffers a bit more here. The pro of the Laser line is penetration, so you often want to line things up, and may be further away from the target due to the shield. That is going to reduce the chance of multiple hitting the same target, and also trying to get all split beams to hit feels more challenging. The only one of the split Lasers that felt useful to me was the Doom Cannon, and part of that comes from it doing 2 damage per hit. Of course its high cost makes it unreasonable for general use. I viewed it as a boss fight weapon used with the Special to give full energy. The lasers costing 1 more than the equivalent number of projectiles Shotgun works well for the balance of it having penetration.
Now, once we move from the split Lasers to the multi-beam straight Lasers, things change. The Laser of Lament was nice. At 3 cost it only did 3 beams, but each was 2 damage, allowing up to 6 damage per target if all 3 hit. Going straight it was easier to hit a single target, especially from a safe distance. The 3 cost Shotgun has 7 projectiles, so slightly higher potential for a single target, but the penetration means the Laser can hit multiple enemies, and pierce shields. Also with only 3 beams and 2 damage each, each hit does more, so if you only hit once you get more, while losing some chance to hit. This cost benefit gets even more in its favor when you compare to the 3 cost split Laser which only has 5 beams/max damage. The Phantom Ray is a decent step up from this, but being at end game I did not use it.
The Assassin being in the middle also meant that I gave it the AOE heal, which otherwise would have gone to the Support. I know they can move around in combat, so debated putting the heal on Support, but where I generally placed them in combat, this felt the best. I also did not do much in combat healing, so treated it more as a backup/safety net.
I did not use any Aim cards as they did not feel worth the extra turn to use for the benefit. Partly this was a self imposed requirement that I should just get good myself, rather than using some of these as a crutch. Also, these work on an ally, when I'd be more likely to want the Support to have them to improve it own accuracy. The Sniper's Vision could have use for dealing with obstructions, but that is what Lasers are for.
Gaining and transferring Energy was useful with the Support ship having 2 energy but tough aiming. I did try to improve my aim skill with it, but transferring the energy and using higher power stuff sooner ended up working well. The 0 Energy Recharge Ally was a great opening move for me, setting up for a powerful move on the next turn, especially paired with Energy Infusion. That gave The Assassin ship its max 4 Energy on turn 2, allowing the use of most cards. This felt like a great use of the Support role for me. Even better, with the Support gaining 2 Energy per turn, and this opening only using 1, on turn 3 the Support had 3 Energy and could then do a decent attack move itself, such as Laser of Lament.
Healing I did not use much. I went with "the best defense is a good offense". I had Band Aid for occasional help, but almost never used it. The Pravarshan was a nice addition, but I never actually ended up using it. The main heal I used was Uplifting Aura. The lower cost of 3, and getting it early enough, meant it had more chance to be used. In the future I may test these out more and find a better set for me, but in general I want to get better at not getting hit instead.
I only got 2 "Other" category cards. The Plasma Shield sounded cool, and at 3 is reasonably priced. I almost used it once, but then ended up just hitting the enemy hard and never felt the need for it. The revive is nice to have, but again, with my refusal to lose a ship, and its high cost of 5, I felt it was not practical to equip. Unlocking cards to write this up I looked at some others. The Therapeutic Grapple looks nice, though the current 0 cost would be way too low and make it feel overpowered. I'm guessing that was added for testing and not meant to be in the main game.
Okay, hope that wasn't too rambly. There was more going on in my head, but I think this covers the most important, and easiest to explain, parts.
One other note, it looks like the "Assassin" ship is spelled "Assasin" (missing an "s").