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Comandos Tactics(Game)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #582 | 3.518 | 3.889 |
| Gameplay | #845 | 2.814 | 3.111 |
| Innovation | #988 | 2.714 | 3.000 |
| Overall | #1112 | 2.714 | 3.000 |
| Audio | #1120 | 2.513 | 2.778 |
| Enjoyment | #1213 | 2.513 | 2.778 |
| Theme | #1525 | 2.211 | 2.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The game fits the "Trust No One" theme perfectly. You play as a lone operative infiltrating a hostile area where everyone is an enemy. You must remain stealthy, use visual cover strategically behind concrete walls, and eliminate patrol guards dynamically because nobody can be trusted.
What code and assets did you not make from scratch during the jam (if any)?
All pixel art graphics, character sprites, 8-directional layout animations, and isometric level design are 100% original and hand-drawn by me from scratch. The code was built natively in Godot 3.5. Only the sound effects (gunshots, hurt, and death) are royalty-free assets sourced legally from Pixabay Audio.
How many people worked on the game?1
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Comments
Get to the Choppa!
Fun and beautiful game.
It looks really cool, it reminds me of Age of Empires. Rate my game too.
Thank you so much! I'm glad it reminded you of Age of Empires. I will definitely play and rate your game right now. If you enjoyed my game, I would truly appreciate it if you could leave a 5-star rating! Good luck with the jam
Really cool, the different gameplay style was refreshing and fun! I can see this being awesome as a bigger project with more AI and weapons and levels and stuff. I think I would lock the camera to the player because while it was cool to look around I sometimes lost track of where I was, and I would put shoot on a different button because I would sometimes walk at enemies when I was trying to shoot them. NICE WORK!!!
Thanks for the great review! I appreciate your feedback on the camera and controls. The independent camera movement is a core mechanic I wanted to try, but I will definitely look into refining the button layout and adding more content in the future