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A jam submission

CompanhitaView game page

Boss rush tactical RPG
Submitted by OverBern — 5 hours, 37 minutes before the deadline
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Companhita's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals(Graphics)#222.6232.833
Sound/Audio#281.6971.833
User Interface (UI/UX)#291.8522.000
Overall#302.0062.167
Fun#311.5431.667

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://overbern.itch.io/companhita/devlog/1573701/alpha-6-img-jam-45

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Comments

Submitted

This is a cool are style. The combat area needs to be more centered in the screen, right now it's a bit cut off at the bottom. Obviously you could improve things with sound and music. I had some pretty weird issues, for instance I didn't know what button I was supposed to press in the menu screen to actually start the game. When in the tutorial like the other comment said, I could not figure out how to attack. I tried going through the tutorial twice but it just wasn't clicking

Submitted

The game has a really unique art style that makes it stand out. I like the concept of having a tile based/turn based rpg. I couldn't figure out how to get past the tutorial. I knew how to move and defend but couldn't figure out how to attack. I think an improved tutorial would help a lot. Interested to see where you take this idea, best of luck. 

Submitted

Thanks for letting me try it out!

I wasn't able to get past the tutorial after several tries, so take this as first-time player feedback rather than feedback on the full game.

My biggest issue was understanding what I was supposed to be thinking about. It felt like the tutorial assumed I already knew several of the game's core concepts. For example, I could see things like enemy cards, threat areas, regeneration, and different ground patterns around units, but I never really understood what those mechanics meant or how they should influence my decisions.

The tutorial encounter also felt more like a difficult puzzle or boss fight than an introduction. My character seemed to have very limited options while the enemy had many actions each turn, so I wasn't sure whether I was making mistakes or simply missing an intended mechanic. I think a simpler first encounter that teaches one concept at a time would have helped me build a mental model before combining everything together.

Presentation-wise, I also struggled a bit. The zoomed-in, low-resolution art made it difficult for me to quickly read the battlefield, and without sound or music the game felt harder to stay engaged with during repeated attempts.

That said, I do think there's an interesting idea underneath it. My impression was that you're aiming for something closer to a tactical board game or chess variant where positioning and predicting enemy movement matters much more than raw stats. If that's the intention, I think the tutorial should spend more time teaching players how to "read the board" before expecting them to solve difficult encounters.

Hopefully that's helpful, and good luck with development!

Developer(+1)

Presentation: Text and visuals scale independently. You're supposed to set the text to something that's comfortable to read, then adjust the frame so that the board is comfortable to handle. I have a few ideas for how to prompt the player to do that and like. Maybe have letterboxing by default.

Tutorial: 

It's good to have someone say they're stuck. The tutorial has been a problem for a long time. I've had a few playtesters who got it, so I thought it wasn't a problem anymore. But they were mostly people who have tried earlier versions of the game. And someone who's developing a grid-based tactics game of his own.

I have a few simple ideas to make it better. 
- Disable health regeneration for the enemy (or maybe everyone) in the first section of the tutorial. Less to think about. 
- Separate out the explanation of reaction attacks from the explanation of stats, so it can be a bit more thorough without overwhelming the player. Explain that next turn or when a reaction attack triggers.

I think the main thing you're stuck on is how to make reaction attacks on the enemy and prevent them from healing.
To do this, you need to understand
- The red and orange areas are called threats. (you can hover the character to get white marks on the exact spaces their threat covers) 
- Reaction attacks trigger on enemies in the character's threat, when they do something specific. The reaction attack's text says what it triggers from.
- Reaction attacks have to spend a reaction (orange lower-case r) from the character's health bar to trigger. [Brace!] also spends the reaction, so if you brace every turn, you won't deal damage.
- The enemy will heal quickly at the start of their turn, unless they start within your threat. So after you've dealt the first blow, you need to stick close to them.

Submitted

Great game! I loved the pixel art design.