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A jam submission

BANNERET: SUCCESSIONView game page

Plant the banner and the whole House charges it. The dead stay dead — their heirs inherit the blood, flaws and all.
Submitted by CSAF — Core Systems Asset Factory (@CSAFactory) — 8 days, 6 hours before the deadline
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BANNERET: SUCCESSION's itch.io page

Results

CriteriaRankScore*Raw Score
User Interface (UI/UX)#242.0002.000
Fun#252.1672.167
Sound/Audio#252.0002.000
Visuals(Graphics)#272.3332.333
Overall#292.1672.167

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

DevLog Link
https://csaf.itch.io/banneret-succession/devlog/1643313/v12-the-downs

Developer Feedback Questions
Two things I would value feedback on. First: the Downs add high ground, where riding downhill lends a blow an extra tile of weight and riding up needs a run. Does that read clearly the first time, or did you have to lose a knight to learn it? Second: Orders are a stock per march rather than per field, so spending one is meant to cost something. Did you hoard them or spend them? Disclosure, since the form does not ask: the code and store graphics are AI generated and the written text is AI authored. The sound and music are procedural synthesis from code rather than generative audio.

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Comments

Submitted

Good looking game with an interesting concept but I dont think I understand how the game works. A tutorial would go a long way in this game.

Developer(+1)

Thanks for playing and for saying where it lost you. The whole game is one rule: you never move a knight. You plant the banner and every knight charges it at once, each one riding the axis it is furthest from the banner on. Hovering before you click shows every path, kill and death that charge would cause. Right now that preview is the only thing teaching the rule, and you're right that it isn't enough. A first field that walks you through one charge is the obvious fix, and we've passed that on to the team building it.

Submitted

I really like the concept. I couldn't get the hang of how the troops move to the banner. AI-generated looks a little unpolished. I am not against AI use, just saying that the fonts and styles could be made more your own. I think it's an interesting game to develop. I was playing it for about 10 minutes.

Developer

Thanks for playing for ten minutes and for writing this up.

The movement rule is that each knight rides along whichever axis it is furthest from the banner on, and it locks to that line once it starts. Hovering a tile before you click is meant to show every knight's track, but if that didn't come across in ten minutes then it isn't readable enough yet. We've logged it for the next update along with your note about the fonts and styling, which is fair.

Submitted

I found this generally fun. There's lots of nice touches with the history of your actions, the founding of houses. I wasn't sure why my units where moving the way they did, it felt like a lot of guess work on my part. I couldn't tell which things where downhill or not. Cool game, hope you keep working on it.

Submitted

I really like the idea behind the high-ground system. The downhill advantage adds an interesting tactical layer, although I think the difference between attacking uphill and downhill could be communicated a little more clearly the first time it appears. A small visual cue or short tutorial message could help players understand the mechanic without having to learn it through losing a unit.

I also like the Orders system because having a limited stock makes each use feel like an actual decision rather than something you can spam. It adds another layer of resource management to each march.

Overall, the mechanics have some interesting strategic depth, and I think a little more visual feedback when introducing the less obvious rules would make them much easier to learn while keeping the challenge intact.