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A jam submission

Anachronium - Gatekeepers of Time (prototype)View game page

A space themed turn based tactical strategy game.
Submitted by Triston Griffiron — 1 day, 10 hours before the deadline
Rated by 4 people so far
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Improvement Summary
New level, better SFX, better UI and a lot of polish related changes. A full summary in the devlog!

Devlog
https://triston-griffiron.itch.io/space-themes-turn-based-game-prototype/devlog/1609599/anachronium-version-17

Requested Feedback/Comments for Reviewers
Things I need feedback on:

Is the game generally fun?

What cards seemed the most appealing to play?

Which cards seemed pointless for your experience?

How difficult is the game?

How engaging is the story? At what point were you hooked(if at all)?

Did you complete the game? If not what was the major reason?

Does the game feel replayable? Or more of a one and done experience?

I am open to feedback and criticisms so feel free to voice your thoughts honestly.

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Comments

(+1)

Going through your questions.

Fun, yes. The turn based loop kept me playing longer than I planned to, and the art, sound and storytelling are the strongest parts of the whole thing. Main menu animations included, everything visual here is on point.

Most appealing card was the multi projectile one, but I should be honest about why. I took it every time because when my aim is off at least one shot still lands. Which makes single projectile the one that felt pointless to me, not because it is weak but because it asks for precision I could not manage. So that pick stopped being a real decision quite early. Maybe easier aiming, or make the single shot hit hard enough to be worth the gamble.

On difficulty, the aiming is where it is hard. The tactical side felt readable to me, I usually knew what I wanted to do, I just could not reliably do it.

Story got me from the first encounter. Every enemy turns up with its own reason for being there, so there is a point to beating them beyond winning the fight, and that is what kept me reading.

I did not finish. Two missions in and I had to stop, mostly because I opened it very late at night intending to glance at it for five minutes before sleeping and it did not let me. Coming back to it properly.

Replayable, yes. Swapping cards between battles is the reason. Being able to mix them across the different ships means the next run can look different, and I want to see how far that goes.

Developer(+1)

Thank you for playing this game! I genuinely appreciate it.

Also, thank you for your kind words!

I am glad the story resonated with you. This really gives me a lot of motivation to continue this project and take it further.

Looking forward to your full playthrough and thoughts!

Jam HostSubmitted(+1)

I like your updates in 1.7, it has dealt with several of my issues with the game. Here is my review:

Open notes:

I like that you named the ships.

Is there a way to quit to the menu / level select from the card outfitting screen?

Dieing in the practice area still seems broken. When I restarted the practice room after dieing, I gave some max-energy, and immediately got switched to my top ship, and could not switch off. I ended my turn and after I ended my turn and the enemies went, my bottom UI did not show back up.

After doing this a second time, this time crashing into a astroid to take out my final ship, I got the glitch card and UI.

The tutorial bugs that I mentioned in my first set of notes are still around, here they are:

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.

The Primordial stones still make space debris larger when it is they turn the time back.

I like that you have different messages on the card screen when you try to leave and something is not completed/full.

If you take out the end bots before they blow up should Flinn still say: "Unbelievable. They were willing to go all the way!" or should it be something different since the end bots did not have a chance to blow up?

After the first fight in the signal set, you get the first encounter with the mobile destroyers, complete with dialog, which at this point does not make any sense as your characters already know some of what is going on. The mobile destroyers were listed as Energy Crusaders, but they still acted like the mobile destroyers.

In the practice grounds I feel like there should be a button to revive all ships.

I like the confirmation on ending turn.

I like showing what actions can be taken above each ship.

Notes on things you specifically requested feedback on:

Is the game generally fun:

Yes, I found the game fun and I enjoyed it throughout it's entirety, the combat felt pretty well balanced, and the story was engaging with drive to keep you going. What cards seemed the most appealing to play:

The Blast Gun was one of my most used cards, I also used Triple Attack quite a bit on my Oyster W. I also used the shotgun cards quite a bit. Once I got the phantom cards, I used those quite a bit, though I think that the Phantom Flower ability should spread apart a bit quicker because from over ¾ of the screen width away from a ship I can have almost all of the projectiles hit, and thus deal a large amount of damage. Which cards seemed pointless for your experience:

These are all based upon my play style, so don't just get rid of them because I said that I did not use them.

The Self-Destruct card felt pointless, as I feel that I could deal more damage then the self-destruct deals, and possibly save my ship.

The recycle parts and self cards also felt kind of pointless, as your ships have a noticeably lower health then most of the enemies that use those cards, and thus losing those points of health for energy could get my ship destroyed. Also the recycle self card felt extra pointless as several points of possible gained energy would likely get wasted because your ship does not have a high enough max energy. How difficult is the game:

Overall I feel like the difficulty of the game is good, it has a nice curve and with these recent updates it has been smoothed out more. The mobile destroyers getting switched for the energy enemies helps with that fight. How engaging is the story? At what point were you hooked(if at all):

In my opinion the story is overall pretty engaging and I would say that I got hooked after seeing what happened to the people of Drunghur. One of my reasons to play on was to see if I could help save the people of Drunghur.

My biggest complaint would probably be about your characters response to the situation when they are first learning about it. Even after they knew that this was more than it seemed at first, they were still feeling kind of causal about the situation. This did change after what they saw on Drunghur but, it still felt a little off putting at first. Also some of the comments did not feel right for you being the good guys, one of the main ones was in the dialog before the second combat Flinn says "Get used to that rookie. I'm just happy I have an excuse to fire." I don't know what I think of this statement, especially because as the game progresses, I feel like this wouldn't really fit Flinn's character. Maybe it is just me, but that my opinion.

One of the things I would like to know more about is the united planet group, the size of it, it's relationships with planets like Drunghur, stuff like that.

This might not be intended, but I was drawing some parallels to certain groups in the modern world with the massacre of Drunghur. Did you complete the game? If not what was the major reason:

Yes, I completed the game. It was fun and gave me reason to beat it. Does the game feel replayable? Or more of a one and done experience:

A bit, thought if you are going for people playing this game over and over, I would say that it needs more for replayability. I don't have any specific ideas for adding more replayability but that is still my thought. Some things that you did that helped with replayability:

Being able to skip cutscenes helps a lot with replayability.

Having the astroids that can give cards definitely helps with replayability.

My thoughts for four core Gameplay Elements:

Combat,

Cards,

Tactics and Strategy,

Turn-Based.

-R

Developer

Your feedback has been very valuable for shaping the current patch! So, thank you for that!

I will address some of the questions you’ve asked.

  1. You can’t quit from card outfitting screen but it’s very much the next item on my to do list! Along with confirm boxes upgrade for battlescreen.

  2. I thought I fixed the practice area bug but what you are describing clearly means I am looking in the wrong place. I will try ro recreate this bug to fix it.

  3. The tutorial I definitely plan on spending a lot more time on. I did not get to fixing everything last time around. It is quite outdated tbh and needs a proper redo.

  4. Primordial stone bug with space debri size is something I’ve noted. It’s in the works. It requires a change in some systems of space rocks and so I’ve left it on the back burner for last patch. I’ll get to it soon.

  5. Good catch on the Flinn dialogue! I’ll add a conditional for when the ships don’t explode.

  6. Mobile destroyers dialogue I forgot to slot in the new lines. 😅 Will fix it.

  7. Good call on Phantom Flower. I will retouch the ability.

Good observations on the story as well.

Flinn’s mood changes very quickly. He goes from jokey at the start to perpetually angry after landing on Dronghur. You’ll notice he talks a lot more to the enemies as well, which he mostly left for Gwen to do in the first three battles. The way the dialogues are in my head I would probably need either expressions on characters or voice acting to convey the emotion. So what you caught is spot on.

Thank you for answering the gameplay elements question as well.

Again, your feedback has been invaluable! Thank you for playing!

HostSubmitted(+1)

In this post I will answer the questions you have here, on the game page, and one from the Discord server.

What are the 4 key gameplay elements in Anachronium?

I'm having a hard time breaking things down into 4 points. The core is strategy. First strategy in picking the cards you will have for the upcoming combat, based on what you think, or know, may be there. There is an intriguing story to the game, and I enjoy following it, but I'm not sure it is a "gameplay element" as you, so far, don't influence it, and you could play the game with no story, such as for replaying, and it would still be a fun game. After selecting your cards, you then have to decide how best to use them in combat. Your first time facing a new combat you need to analyze the enemies and form an initial plan based on what you know or think about them. As they show you new behavior you may need to adjust. There are many cards and many ways to use them, so picking and how you use the cards would be the top 2 key gameplay elements. If you add more to use the credits on, then balancing the use of your credits could become an important element as well. In the end I keep coming back to strategy being the key, and anything else is just a part of the overall strategy of the game. Maybe I'm just not in the right mindset right now to break things down into finer elements that this is probably meaning.

Is the game generally fun?

Yes. I've played through the game several times now, and enjoy playing each time.

What cards seemed the most appealing to play?

Lasers are essential for some fights with shields. I personally liked the Laser of Lament and Phantom Ray, as well as the Remorse Flower and Phantom Flower, though the cost of 5 meant that I didn't really get to use the Phantom Flower.

Which cards seemed pointless for your experience?

Self Destruct. I see no reason to use it over any other damage dealing option. It is the kind of thing that I would only use as a last resort, and with only 4 card slots there is no way I'd waste one on it. If it was like the basic attack and always available, then I might find a situation where it would be the best choice.

How difficult is the game?

I find the game to be quite easy. I have not lost any ships, and in this playthrough I only once had 1 ship get down to 1 HP, right before I ended the fight.

How engaging is the story? At what point were you hooked(if at all)?

I like the story. It has real world comparisons and feels genuine. I am looking forward to seeing the rest of it. I can't say I was hooked at a certain point, as I don't recall my first playthrough.

Did you complete the game? If not what was the major reason?

Yes.

Does the game feel replayable? Or more of a one and done experience?

I think there is some replay value in trying out different cards, but there needs to be an option to skip all the story for those who just want to try to get a better score on a level, or want to try different cards. I was not able to skip the in combat story with E, so adding support for that would be a start. But I think it would be good to have a mode or setting somewhere, possibly unlocked after beating the game, that allows auto skipping all dialogue and cinematics for replays.

Another thing that would help with replay would be some randomness to the enemies you face, or even a procedurally generated mode. There is significantly more challenge when you are going into the next combat blind about what you will face and have to pick your cards. There can be fun in trying to do better on a known fight, but I think it has a limit and an option for random fights would help. This could be a Battle Arena that you unlock after beating the main game where you can select the difficulty and how many fights there will be, and it will be randomly generated from that.

Balance of the cards.

I didn't really test out a lot of cards this time. I think they have a decent balance currently. There are many different ways to play, partly based on the player's skill. I used a somewhat different set of cards early on this time due to the better balancing of the Blast Gun. There are many I have not tried yet, so can't judge.

Developer

Thank you for answering all the feedback questions.

I will definitely add an option to skip dialogue or an option to autoskip the dialogue in the settings.

Rn, very heavily considering turning this game into a roguelike right now. Based on all the feedback it is clear that replayability is lower than what I aimed for. I think roguelike could fit the combat style and card slotting as well.

I will experiment with this in the bundle game and if the response is as I expect, I will seriously consider making the game a roguelike or atleast add a Battle Arena mode like you suggested.

HostSubmitted(+1)

In this post I will comment on the story/dialogue. There were a number of typos, though I did not track them. This is mostly going to be on impressions of the story and characters. The early part is more detailed. I was a bit less focused on the story notes as I played further.

Even though I have played through before, I am going to try to look at the story fresh as I play.

The cinematic is a great way to get things started. It does a good job of conveying the horror of what is happening, without showing the actual event.

First Party Chat

I like the group. They feel like a good team that has worked together and built up a solid team dynamic and trust. I really like Gwen and how you show her intelligence by pointing out the detail that so many would miss.

First Encounter

My initial thoughts when we meet the attackers is that they are the rebels fighting back against a government they oppose. It is unclear at this point who are the good guys and who are the bad guys. Looking at it from the point of view of today in the real world, governments, especially "united" ones with big militaries, are usually the bad guys. While rebel groups often have legit reasons for opposing them, even if their methods may be problematic. The intro cinematic showing what they did makes the current situation feel like they are the bad guys here, though still leaves the question of if your party are also serving an evil empire.

Post First Combat

The enemies come off as very arrogant and clearly view themselves as superior. There is no effort to try to explain to the government forces their position or try to recruit them to their side. Just the view that they know best and will "free" people by killing anyone who gets in their way. Classic bad guys who want to claim to be good.

Second Combat

Flinn comments on being happy to have an excuse to fire, making him seem like a typical soldier who just loves combat and doesn't really care about who or why he's shooting.

I like that you use the dialog to mention the asteroid field, teaching the player a bit as part of it.

Post Combat

Nothing much to comment here. Felt like expected continuation of dialogue.

Third Combat

The dialogue gives the player a warning that the enemy has something powerful and to be cautious about some big unknown threat.

Post Combat

The Mysterious Voice being less aggressive adds a nice additional angle from the enemy group. The troops are more aggressive and ready to fight. They still give warnings, but in a self-confident arrogance that is unlikely to convince other soldiers to back down. You have only words and they have just as much reason to believe in their superiority. Unless you can show far greater power, why would they listen to such a threat? This feels realistic. Just look at the posturing in current real world wars where everyone thinks they are the greatest and have the upper hand.

The post-combat cinematic on Dronghur really shows the horrors of what the enemy has done and removes any question that they are bad guys.

The dialogue here give the initial information that the invaders are here for mining resources. The line about peaceful protest and getting killed feels quite relevant to the modern world. I like the Dronghur leader's pointed comments about hoping they can do enough, but admitting they are likely going to die trying.

The Crusher

1st Combat

Again, nice to have warning about enemy ships.

2nd Combat

The dialogue mentions the supply lines, along with red boxes, though I had already encountered both red and green boxes.

3rd Combat

This dialogue starts to hint at what the invaders think the resource can do. The way they are talking implies more than just reversing time, at least what Crusher thinks of it.

Post Combat

The Mysterious Voice makes some good points on the typical government arrangements where they can't actually live up to promised protection. At best they typically just get revenge, usually as an excuse to do violence they wanted to do anyway. None of that can justify their actions, but it may be that both sides are bad, just in different ways. So far Gwen seems like someone who cares and wants to protect people, but may be serving a typically bad government.

The Signal

1st Combat

Again, nice offering advice on the combat. The dialogue fits with the characters.

Post Combat

Again the dialogue does a good job of arrogant people says doing what I say, but not explaining the reason and just acting like they are superior and should be obeyed without needing to actually discuss with people.

2nd Combat

Dialogue seems to repeat from the 2nd combat of the first mission.

Post Combat

Also a repeat.

3rd Combat

Not much to comment right now. Dialogue works.

Post Combat

Warning about boss fight is helpful.

Signal Combat

Short and to the point. Enough has been said, mostly repeats, so it makes sense to end the connection and get to taking out the invaders.

Post Combat

The mention of a "cut Primordial Stone" hints that such might be what they are mining here.

Final Cinematic

Intimidating. Can't wait to try to win the fight!

Developer (1 edit) (+1)

It seems you’ve deduced inferred a lot of the story so far!

You are correct, the resource they are after is indeed Anachronium. Dronghur is rich in the same, and that’s the reason so many primordial stones keep floating in its air space. ( I will not say more for the fear of spoiling. )

I’ve read this comment multiple times and it’s quite useful to me. The next draft will take all these points into consideration.

HostSubmitted(+1)

This comment I will list how I did in each fight, what cards were unlocked, and which cards I used. I was pretty tired when playing, so the accuracy is lower than I'd like. The game was still fairly easy, and only once was I concerned about possibly losing a ship. I'd say that Remorse Flower and Laser of Lament were my most used power cards. For basic/early attacks I used Shotgun & Laser depending on situation for Oyster W. Morningstar A used Double/Triple Attack. Valkyrie S mostly used Recharge Ally and Energy Infusion, with occasional attacks using the currently equipped Shotgun, Laser, or Flower.

Rion The Destroyer

Battle 1

  • 5 Stars, Flawless
  • Acc: 100%
  • Crit: 80%

Unlocks: Bounty SG, Barrage SG, Blast Gun

My initial card selections, top to bottom:

  • Shotgun, Bounty Shotgun, Laser Beam, Tri Laser
  • Double Attack, Triple Attack, Blast Gun, Uplifting Aura
  • Recharge Ally, Energy Infusion, Barrage Shotgun, Penta Laser

Battle 2

  • 4 Stars, Legendary
  • Acc: 80%
  • Crit: 66%
  • Buckshot Brawler

Unlocks: Recharge Ally, Solar Power, Remorse Flower

I swapped Remorse Flower in, replacing Uplifting Aura.

Battle 3

  • 5 Stars
  • Acc: 79%
  • Crit: 61%
  • Buckshot Brawler

Unlocks: Snipers Dream, Doom Cannon, Laser of Lamentation

I replaced Penta Laser with Doom Cannon.

I debated swapping in Snipers Dream, but I'm tired and my accuracy has not been great, so I'm skipping it for now.

I really liked the Blast Gun before, but the damage reduction makes it less useful. In most fights the enemies also have not been positioned well for its use. I'm replacing it with Laser of Lamentation.

The Crusher

Battle 1:

  • 5 Stars
  • Acc: 90%
  • Crit: 100%

U: Self Destruct, Godrin's Ring, Snipers Legacy

Battle 2:

  • 5 Stars
  • Acc: 65%
  • Crit: 77%
  • Buckshot Brawler

Unlocks: Quick Repairs, Wolverine, Pravarshan

Battle 3:

  • 4 Stars
  • Acc: 69%
  • Crit: 78%
  • Buckshot Brawler, No Half Measures, Relentless

Unlocks: Hexa Shot, Destroyer, Pravarshan

I replaced Tri Laser with Penta Laser.

The Phantom

  • 4 Stars
  • Acc: 93%
  • Crit: 69%
  • Buckshot Brawler, Harbinger Of Doom, No Half Measures, Relentless

Unlocks: Phantom Ray, Phantom Flower, Nona Shot

I replaced Penta Laser with Phantom Ray, and Doom Cannon with Phantom Flower.

The Signal

Combat 1:

  • 4 Stars
  • Acc: 100%
  • Crit: 85%

Unlocks: Fuel Shot, Anachronium Beam, Fibonacci Strike

Replaced Barrage Shotgun with Penta Laser so every ship has a laser.

Combat 2:

  • 5 Stars
  • Acc: 87%
  • Crit: 80%

U: Irmozius, Theraputic Grapple, The Flower

Replaced Bounty Shotgun with Therapeutic Grapple.

Combat 3:

  • 5 Stars
  • Acc: 85%
  • Crit: 84%

Unlocks: Recycle Self, Recycle Parts, Recharge.

Signal:

  • 5 Stars
  • Acc: 72%
  • Crit: 88%
  • No Half Measures, Relentless

Unlocks: Overcharge, Anachroniser, Recycle Fuel

Developer(+1)

This is quite comprehensive and give me a nice look into your strategies!

I have some question after reading this.

It seems you have changed a lot more shotguns this patch than the last. What is the reason for this?

I noticed you slotted Therapeutic Grapple. Did you end up using it? What are your thoughts on the ability?

(Phantom Ray is objectively better than Doom Cannon for players, which is a bad balance. I will increase is cost by 1. )

HostSubmitted(+1)

The increased use of Shotgun is due to the nerfing of the Blast Gun. Before I used Blast Gun to deal so much damage with my initial attack that I used the other ships less. Also, abilities that previously went to the other ships were now being used in its place, which meant the ships I'd previously had them on needed replacements. Considering energy costs, the Shotgun abilities were the ones swapped in. With less one shot kills from the initial attack, that also meant the other ships were more often doing attacks, resulting in the use of the Shotguns. In the future I will look at other options as well. When I'm not feeling so tired I will see about trying a Sniper run, which would then let the other abilities go back to where I'd had them.

I did not end up using Therapeutic Grapple. I had a plan for it, but as I started doing things it ended up not making sense. Part of that was I felt like I messed up the order of how to do things, and it no longer made sense, so I adapted the plan. It still finished the fight in the expected 2 turns. At some point I will probably retry, as it sounds like a potentially powerful tool.

On the Phantom Ray, it would be nice if the card mentioned the damage amount so players can do that objective comparison before choosing it, especially if the cost is going up.

Developer(+1)

That reminds me, I almost forgot to ask you about the expected damage numbers. I’ve implemented them only in the ability screen so far as a test. Does the new feature make sense or feel good to use? If so I will implement it in the ability selector screen as well.

HostSubmitted(+1)

For most cards I think the expected damage is obvious. You generally mention the number of projectiles and often how much damage each does. That is such basic math that most people will intrinsically know the total without even thinking about doing math, especially since most are 1 damage each. The ones that don't mention these things could use with having that added. Also, some of them would be hard to give a single value for, since the damage is based on something that is variable. How would you list Fibonacci Strike, for example? There isn't a single value, and giving an average/estimated amount could be confusing to players. That is one where listing out the first set of the sequence would be more helpful. The Sniper line is another, where the range matters for damage, so what range would you use to calculate it? Lasers have a base amount based on if all beams hit a single target, but what if some miss, and others hit multiple? I like the idea in principal, I'm just not sure it will work for the cards that most need it. I think that for it to be viable, it can't be a static number, but needs to have a slider or other controls to allow the player to see the estimated value under different conditions, such as the amount of Energy used or # of ships hit.

Developer(+1)

Unfortunately this is true for many damage abilities because the expected damage is impossible to calculate. It is just to give an idea of how much the damage would be under laboratory conditions against a single target.

The true value of lasers is that they pass through everything. The true value of Fibonacci strike only comes after a few drive upgrades. Orbit Throw is also in this same boat.

HostSubmitted(+1)

I am going to break up my review into several posts each focusing on different things. This first one will be my general thoughts and comments as I play through the game.

The Badges, Abilities, and Tutorials have no BG music. You have such nice music, that it feels oddly quiet when you go to any of these from the menu screen, especially the tutorial. Many people will start with the Tutorial, so may think the main game doesn't have BG music, which could deter some people.

The tutorial looks like it hasn't been updated in a while, and could use some work. I'm pretty sure I mentioned several issues with it in the past, but let me know if you'd like me to share my thoughts again, as I did play through.

When starting the first mission, and the music stops, it feels abrupt. Maybe add a short fade out.

The Press E to skip message is largely covered by the character dialog. It did show before, so players may know about it, but may not have caught it before, or notice that it also applies here. It seems that the in combat dialog cannot be skipped with E.

Having played through before, I'm acknowledging that you don't get to pick your cards for this first fight. That is probably the right choice as players won't know what to pick before getting a fell for the game, and this also gives an idea of how you recommend outfitting each ship.

I found Shotgun to be fairly useful here as the biggest damage dealer. I only had to move about 1/3 of the way across the screen for all 3 projectiles to hit such a big target.

In combat I had the Blast Gun, though did not last long enough to use it. It was also one of my unlocked card after the combat.

After combat you get to outfit your ships. It would be nice if they started with the same loadout as you had in the combat. It is good to encourage players to experiment, but some players may also like to have something to start with and just modify, instead of having to fully pick every card. Many likely did not pay a lot of attention to the initial cards, and some may feel a bit overwhelmed at suddenly trying to pick a full loadout.

I really like the toggle for Card Hover. Being able to them bigger can be nice if you have a smaller screen, but it also can feel a bit laggy and in the way. I don't recall when you added the toggle, and initially I missed/forgot it on this playthrough, but before I finished my first ship's loadout I toggled it and personally prefer this way.

Second Combat:

The enemies' first turn they each used a different card to build up energy for the other, which was an interesting tactic.

Third Combat:

The lower enemy is cover up by the UI and might be initially overlooked by some people. They become clear once you take any action that hides the bottom UI, so it is probably not too big of an issue.

The Crusher

It would be nice if the between battle card select screen listed what battle you are on out of how many. I took a break and when I came back I couldn't remember which battle I was on, until I looked at my notes.

Now that I've swapped out the Blast Gun, this level has smaller enemies close enough together that it might have been more useful, though I forget their HP, so maybe not as much. I'd probably have tried it out if I still had it equipped, but also don't really regret not having it.

I had a Primordial Stone show up. I wasn't sure what it did, and forgot to right click to check it. I hit it in one of my attacks. Not what I was expecting, but the fight wasn't my best work at that point, so starting over wasn't a terrible result. Except that my fuel did not seem to reset, so I was unable to reposition my units that had already used all their fuel that turn. I'm assuming this is a bug, and fuel should also be reset.

For the boss fight I went back to my strategy from previous games of using all the special abilities to open the fight, then hitting with the strongest things I had.

The Phantom

Nothing of note here. Simple, straightforward boss fight.

The Signal

Signal Boss Fight:

Started with Energy Avalanche, but did not do normal combo, as wanted to focus on taking out the healers, rather than main combo on boss. Took out both healers on the first turn, doing some damage to Signal as well. Next turn used Energy Infusion, Laser of Lament, Sheer Gumption, Energy Infusion, Phantom Ray, Doom Pulse, and that ended the fight.

Developer (1 edit) (+1)

This is the most detailed review I’ve ever received so far and I can’t thank you enough for it!

The background music is an oversight on my part! I will definitely fix this in the next patch.

Fade out for music at battle end is a great idea! I already have the code for it from working on the cutscenes. Just have to implement it to battlescreen now.

Fuel reset is very odd bug. It shouldn’t happen. I will definitely test this out. 🤔

( Btw, what you’ve figured out is the fastest way to beat signal. He uses time reverse at turn three. If you spam the high energy cards after an energy avalanche, the boss isn’t too tanky. Although I’m not going to buff yet him since he can be rage inducing in his orginal form. Congrats on thinking of this strategy! You are quite skilled. )

I add the current mission count in the ability selector screen.

The option to toggle hover off was suggested by DSKids. I’ve implemented it this patch. It’s one of the QoL changes in the list. I also like it! A great suggestion again!

HostSubmitted

Glad to help. I was enjoying the game and just kind of went with stream of consciousness, writing things as they came to mind while playing. When I saw how much I had at the end I figured it made sense to break it up into the separate posts.

Yeah, fighting a really powerful boss who has a time limit before they either wipe you out or reset the battle can be unpleasant, and is usually best for an optional side boss, though as a final boss fight can work. The strategy just kind of evolved from how I'd been doing previous fights. The side bits were clearly the easiest targets, and based on previous fights were likely tied to the shield. Taking them out first, but not wasting too much energy on them, seemed obvious. After that, I just went with my previous strategy, adjusting for having used 1 of the specials already. I had intended to replace it by using the Therapeutic Grapple on turn 2, but the way things played out I realized that it was not the best use of my abilities.

I knew I'd read about the Card hover toggle in a devlog, but I couldn't remember which as I was writing this. I had read the devlog when it came out, and forgot to refresh myself on it before playing, as I normally try to do. By the time I was done, the review was so long that I didn't think it needed going back to comment on the devlog itself, though probably should have double checked on that bit. So many great updated games were released this week, and recently before, that all the devlogs kind of blur, and I need to reread them to keep track of what was recent in each game. I've also been slightly distracted, playing games during breaks in a weekend-long livestreamed event, which is part of why it has taken so long to get through reviewing games. I'm only around halfway through the games so far.

Submitted (1 edit) (+1)

I played the game for around 90 minutes. First game-over was at the first level boss (the ship with doom cannon). I feel cheated as I could not repair my ships fully before entering the battle due to not having enough credit. On the second try with full-health, I could beat it normally. Perhaps there should be an option for partial repair option for players without enough credit. 

1. Is the game generally fun?

It's quite enjoyable. There are satisfactions  in aiming perfectly at an enemy using the double/triple attack and also the sniper's ability. 
The plot of the story is somewhat intriguing, but the pacing and characters are a bit lacking.

2. What cards seemed the most appealing to play?

I tend to use triple attack and shotgun a lot. When it's ready, I also use blast-gun as it's fun to deal massive damage in a surrounding blast.

3. Which cards seemed pointless for your experience?

The heal card seems to be underwhelming since it only heals a tiny bit (1 or 2 HP). I tend to only want to use them while my health is 60% or less. So when I need healing, usually it's too late and the enemy just destroyed my ship on the next turn.

4. How difficult is the game?

It is difficult. The enemy has perfect aim while players don't, so the difficulty is already tipping toward punishing from the start of the game. And the friendly-fire also makes it difficult. Once, I thought I could shoot pass ally ship using triple shot, but I accidentally destroyed my ally.

Also, I wish there is a way to undo move before using ability. 

5. How engaging is the story? At what point were you hooked(if at all)? 

Although I did not get hooked yet, I feel that the plot is somewhat intriguing. I do want to find out what the enemy's motivation is.
The scene at the start of second level is beautiful. And the theme of space opera is quite good. I feel the first level with 3 battles can be cut shorter. Showing players the second level earlier would help with pacing.
Characters and the conversations are still very generic at this point. There's some potential there so I think you could work on it more.

6. Did you complete the game? If not what was the major reason?

Unfortunately no, I couldn't get pass the second level boss (the one with red shield). 

7. Does the game feel replayable? Or more of a one and done experience?

I feel at the current state, it's more of a one-and-done experience. There is not enough customization or variety for me to replay. I only played up to level 2, so maybe I haven't seen all that the game has to offer.
Here is how I played the game: 
Players have 3 characters to control. Two has good aim as the pointer move quite slow, so I command them as main attackers. While the other one I generally keep her back in line for healing/support. At this point, I don't see any other viable strategy, nor do I fantasize about having different customization.

I am quite surprised that you consider the game in prototype phase, since it feels very polished! I didn't encounter any bugs and all the interactions/animations are very smooth. Are you still looking for the hook of the game before exiting prototype? If so, I would suggest to work on the story and make it more tight. Especially, the first 3 battles in level 1 could probably be reduced a bit since there's nothing interesting going on before reaching the planet. Just my two cents.

Thank you for making this project, this is a very good work and I hope you continue working on the game and bring it to its fullest potential.

Developer(+1)

Thank you for trying the game out for 90 minutes! Really means a lot.

Partial repair is a good idea and I’ve toyed with the idea before. 🤔 The thing is coins are too ample right now so I’ve kept it on the back burner.

I will definitely try to improve the story pacing. The dialogues are still the first draft and I fully intend to redo them 2-3 times atleast and then polish.

I will buff the heal card next patch. I’ve tried to keep the cards that require no aiming a bit expensive.

Since you asked about enemy aim, it’s not 100 percent accurate, they miss around 70-80 percent of the time, this of course increases the further you are.

I will try to add some undo’s at some steps. 🤔

You mentioned there is not enough customisation. Can I ask if the quantity of cards feels inadequate? And that more variety of cards would be welcome?

The phase I’m calling the game is “fancy prototype”. It’s definitely not a demo because some things still seem to be missing. And not a vertical slice since I’ve still trying to figure some stuff out. I’m glad it feels more polished now!

I would also love to know the ability build you used!

Thank you again for playtesting, I genuinely appreciate it. You game looks quite interesting, I’ll try it out by tomorrow!

Submitted (2 edits)

The enemies can miss?? Hahaha, I must have a very bad luck then. 

What I meant by customization is having more viable strategies to choose. To take examples from JRPG games, it's usually having the following contents:

(a) more characters, 

(b) more jobs/classes/character progressions, 

(c) Multiple equipments for said characters

There must be several sets of customizations/combinations that are viable to beat to progress the game. (For example if we look at Pokemon games, the viable combinations of team is quite huge that players can replay the game fantasizing new team to beat the game). But Keep in mind that I think this kind of content addition should only be done later in productions, at least after the main hook and the core gameplay is set. 

Personally, I usually look into customization more when I get stuck at a point which forces me to rethink my strategies; or after I've beaten the game.

For Anachronium.... I am not sure more cards is welcome, yet. At least that's how I feel. I am at the beginner skill level where I think my strategy is viable, but just bad at aiming and positioning. If I could aim better and hit more targets, I think I can further progress the game. 

Instead of having more cards, I would look into having variety of ships to choose from. They would have different move distance (maybe one ship can teleport?), varying aim stability, HP, energy Regen, or HP Regen, special abilities, etc etc.

Here's what I had for the card setup

Oyster: triple shot, and other damaging cards, 1 heal

Valkyrie: 2 heals and Saul Kay, and 1 shotgun (the ship with the bad aim, so assign it as the healer/support)

The other ship (was it Morning Star/Glory? The guy holding a flail): sniper shot, blast-shot, double sho

Is it bad?

I am quite reluctant to use the newer cards because they need more amounts of Energy Points and I tend to save them. Perhaps making new cards cheaper to encourage trying them out? Or having some kind of chance to re-assign cards during battle? Just thinking out loud here.

It's definitely at least a vertical slice. May I know how many hours have you poured into the project? 

To be honest, Anachronium at this state has the quality of polish that I'm already willing to pay for anywhere under 3 bucks! Although it will probably have a mixed review, you can make it into a special game once you've worked out the hook.

I am very interested on how you'll shape it to be a great game!

Submitted(+1)

Really great update! I like the quality of life features you added, it makes the game feel much more cinematic and engaging. Having all of the practice and training modes/features is really a great touch. Really like the confirmation boxes now to avoid accidently skipping a turn or leaving upgrade screen before I was ready. Great job overall, you made a lot of progress!

Developer

Thank you!

I am curious if you got to try the card “Saul Kay”. Does the card feel balanced in its current state?

Submitted

I didn't try that one out, I will watch out for it when testing later

Submitted (1 edit) (+1)
  1.  Is the game generally fun?
    yes, unexpectedly so =), i usually avoid mech like/space related games. But this one I enjoyed.
  2. What cards seemed the most appealing to play?
    the ones with most damage, my cards of choice were the shotgun style bullets
  3. Which cards seemed pointless for your experience?
    aiming assist cards, at least for how much I played, I cant really imagine using them that much
    also the shotgun style lasers, didnt really seem interesting.
  4. How difficult is the game?
    Quite difficult, I completed my fist mission one last ship that was almost to the point of taking one more hit until death. Aiming, positioning yourself, keeping track of the enemies and of the environment. At the very lest it keeps you on your toes =)
  5. How engaging is the story? At what point were you hooked(if at all)?
    The story is mby the best part of the game, the text fading like story telling I enjoyed the most, and also liked the no words kind of story telling for the girl getting sad when the attack began (reminded me of a game I played recently https://www.webdesignmuseum.org/flash-games/flight-in-2010).

    There seems to be different art styles thrown around in the game. These kind of take you out from the immersion or whatever. The planet had a more painted like feel to it, the ships lean more towards not having and outline, the characters feel lean more towards cartoons. The cards, make this feel more like a card game than an adventure game.

    Not sure if I put this into words properly but the game led me towards 2 feelings, the classic strategy card game,
    similar to heartstone kind of vibe, where you look at things from an outside view and plan things out and the more adventure style of strategy in witch It feels like I am in the ship, I am part of the story.

    The story and the attack mechanic works with work very well together, the card like style feels to me like only takes rather than add to the enjoyement.
  6. Did you complete the game? If not what was the major reason?
    No, I guess it would require more time.
    The difficulty also played a factor into it. Tho I am not sure I would decrease it. I liked the challenge.
    Mby the different art pulling me out of the story... hmm... I guess I am not sure exactly why but its probably not one single reason
  7. Does the game feel replayable? Or more of a one and done experience?
    No, it feels more like a sequel type of game (warcraft 1/2/3 type of thing) where the story progresses with each new game.

Hope the feedback helps! Good luck!

Developer(+1)

Thank you so much for the detailed feedback! I genuinely appreciate it.

Hearing the game not being something you usually play but still being fun is a huge motivation boost for me!

It is great to hear that you were invested in the story! The art is definitely inconsistent. There are actually 5 different art styles in the game right now which makes it feel inconsistent. I am a beginner at digital art and much of this is me learning to do it from scratch.

(The character art is by Pyramid Ink and I love his defined and unique art style too!)

I am also curious to hear your take on the card style more. What elements in the card picking do you feel make it tedious?

Thank you again for the honest feedback!