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A jam submission

Unnamed Tactics GameView game page

Small tactics combat without any VFX, Sound or Animations
Submitted by Craspedia — 1 day, 42 minutes before the deadline
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Unnamed Tactics Game's itch.io page

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Comments

Submitted(+1)

Game: Unnamed Tactics Game

First Impressions:

Very pretty tutorial art, but I didn’t understand much, I hope I can access it during combat to figure things out live. OOO I like the flowers. Oh God no it’s a card game, my meager braincell cannot handle this. Ok so I just click and drag the cards on the bad guy… wait a minute where’s the tutorial screen, need that now. Nooo I’m losing.. I lost, I am very gomenasai.. ;n;. Art is pretty and charming. Surely a second time… nope still lost but this time I know how to move around better, but I don’t know which character is currently doing the skill from the card I’m playing, and it doesn’t seem like the skills are going off. OK hold on, when I hover over the card it shows who it is. How do I end my turn if I don’t want to do anything? The third time, I did it!

Afterthoughts:

I do have a bit of bias, I don’t play tactics games usually. Nothing against them, infact I play a lot of TTRPGs so I’m kinda used to the format. I just find them to be a little too much fighting and not enough adventuring. That being said, this was fun for what it is, it took me a bit to figure out the mechanics and I won on my third try, seems pretty neat.

What I liked:

I liked the art, the environment, the ambience and the gameplay was pretty not bad. The congratulations screen is very nice and the failure screen is also cute.

Things that didn’t work the way I thought they would:

I didn’t figure out how to skip or wait turns if I have nothing I want to do until the enemy attacks. I did just play cards that take more turns then there are left before the enemy attack. Ig there's technically no need to skip if that’s the way that works. I did try opening the options menu or going back to the tutorial but no luck. I was of the mindset that every time, I’m playing as someone and it took me a bit to realize that selecting a card shows me who it’s for. I was also hoping for potions and such during a fight, but that’s fine

Submitted (1 edit) (+1)

Wait sorry I just saw the questions (◕‿◕):

Are the systems intuitive? If not, what feels wrong?
Yes and no. Seeing the preview for the enemy attack was intuitive. Clicking on an enemy's butt to start combat is kinda weird. I didn’t know who was attacking, I guess hovering over a card should highlight the character it’s for in some way, instead of having to select it. One attack had a weird hitbox for the redhead, I think it was a big sweeping one that moved enemies around a massive square that didn’t even seem connected to her. Sometimes I couldn’t tell how my hitboxes worked for disjointed attacks.

Does it feel clunky or too gimmicky?
Gimmicky no. Clunky ehh, I wouldn’t say clunky, I would say lacking in quality of life. For ranged attacks, having to preview the attack, remember the hitbox’s offset, then moving that attacker to a position where the attack would hit was awkward.

How is the performance on your pc? If there are any shader bugs, what gpu do you have?
Performance is good, 300 ~ 500FPS on my 3080ti.

Did you encounter any bugs or did you want to do something that wasn't implemented?
Game didn't start the first time and I had to kill the process

IP range banned because of [redacted]
Based

Submitted(+1)

WAIT YOU DECEIVER!!
There's more past the combat area, the hut is very pretty. I dig the shadow effect from the player on the ground a lot, but the shadow from window's frame on the player is awkward, seems off somehow.

Developer (1 edit) (+1)

Thank you very much for the in depth review :> I appreciate it a lot.

Going through your first impression was very funny, its written in an air head-esque way which was nice ahaha. It also gives me a good grasp of whats going on when somebody experiences it for the first time.

>"I just find them to be a little too much fighting and not enough adventuring."
The game will actually be an RPG with tactics combat, there should be enough dialogue and adventuring later on. Im also planning on having items and so on later during fights, this was just a very early prototype to see if people would be fine with the combat system.

>I didn’t figure out how to skip or wait turns if I have nothing I want to do until the enemy attacks.
I honestly didnt think of that, i always assumed one would want to spend all the time given moving around or playing cards. But i could give the option to skip on turn/interval

>I was of the mindset that every time, I’m playing as someone and it took me a bit to realize that selecting a card shows me who it’s for.
I could try showing the first required input for the character that its assigned to while hovering over the card. That might make it more readable.

>Clicking on an enemy's butt to start combat is kinda weird.
I agree ahaha, its just that right now i cant change the hitbox of characters, so the big guy has the generic hitbox. Will be fixed if i continue working on this project

>For ranged attacks, having to preview the attack, remember the hitbox’s offset, then moving that attacker to a position where the attack would hit was awkward.
Happy that it didnt seem gimmicky or too clunky, but i understand the lack of quality of life, ill try to put as much effort into that as possible.

>One attack had a weird hitbox for the redhead, I think it was a big sweeping one that moved enemies around a massive square that didn’t even seem connected to her.
Without animations that is most likely very weird to imagine. That character has a hook and the idea is that they do a big sweeping attack that drags everybody hooked around them.

>Game didn't start the first time and I had to kill the process
Thats the first time i hear about that, im sorry that happened :/ Happy you didnt think it was some bitcoin miner or a virus ahaha. 

>WAIT YOU DECEIVER!!
Ehe- >w<

>There's more past the combat area, the hut is very pretty
Happy to hear that you like the visuals, its just a test area to see if the shadows interact correctly and do some other stuff.

>I dig the shadow effect from the player on the ground a lot, but the shadow from window's frame on the player is awkward, seems off somehow.
The 2d on 3d shadows and other way around are a bit annoying, im happy that the character shadow seems fine, but ill have to see if i can somehow fix the window shadows without giving the characters depth maps for every single frame.

>IP range banned because of [redacted]
>>Based
I know, also all the characters in the game are male :p 


Thank you very much  for the in depth feedback and putting yourself through the demo. Im happy that you took your time :> Also 3rd try is pretty good.

(+1)

awesome game :> looking forward to the animations!

Developer

Thank you very much :>, but now you made it seem like its me samefagging ;w; You couldve waited at least an hour after i posted it in the discord ahaha.

Developer (1 edit)

This has only one combat in the entire game with not other mechanics. I assume youd be able to win this in around 10 minutes, maybe longer if you take your time.

Ignore the focus mechanic. In theory it works, but i dont think the combat is long enough to trigger it normally. The rest is hopefully intuitive. Thanks for considering to play it. :>

If you end up playing it, thank you very much first of all, and if you have some time to spare it would be nice to hear your opinion.  

Are the system intuitive? If not, what feels wrong?
Does it feel clunky or too gimmicky? 
How is the performance on your pc? If there are any shader bugs, what gpu do you have?
Did you encounter any bugs or did you want to do something that wasnt implemented?

Btw im ip range banned. Maybe i posted too much about twinks.