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A jam submission

Tactical GooperationView game page

Thicc tacticool operations
Submitted by inopagames — 3 hours, 18 minutes before the deadline
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Tactical Gooperation's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#93.2503.250
Use of Theme#123.5003.500
Overall#133.1883.188
Use of Fetish#143.2503.250
Presentation#162.7502.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • I found the gameplay a little confusing at first, a tutorial would have been nice but I figured it out. I got stuck on the front menu even loading into the game! The graphics and use of fetish are fine. The use of theme is good, taking control of a squad.
  • its an okay tactics game, thats all I have to say.

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Comments

Host(+1)

Additional judges' feedback for this entry:

This game has some really interesting concepts! I love the idea of developing your roster of characters and specializing them. I had fun trying to play tactically, using cover and minimizing risk of my squad and the risk/reward to infecting enemies. The way movement impacts the accuracy makes for an interesting choice for combat. There are some mechanics which make the game a little clunky to play. The shared pool of levelups meant leveling a fresh unit was a bit of a grind to go through and usually I just focused my level ups on a single unit until they were max level and then moving on to the next one. It also meant that losing any particular unit was very impactful as leveling a new one is a huge setback. The 3D model representing the units and how it changes with skill investment is very impressive! The lack of sound other than gunfire was a little awkward but I like the sound effect for the firing. The art for the 2 endings are also really well done! Overall, I really like the concept for this game and it a solid foundation for a full game

---

 + Simple to understand controls with gameplay alongside being able to build up a powerful squad to fit your playstyle

- Shooting at long range is a struggle due to the camera being focused on the chosen unit while enemies can still snipe you from afar.

You can actually shoot from afar if you equip the Sniper instead Rifle. The camera struggle is actually intended to represent the accuracy and range difference.

Developer

I think the review is about the first version of the game, which didn’t have different kinds of guns yet.

Developer(+1)

Thanks for the judge for such a thorough feedback. I personally was okay with the first feedback, my first judged jam I think so I wasn’t expecting much, but this is a lovely read. Absolutely great point about the level ups, I’ll see if I can do something about it. And thank you for the jam, it was a blast!

Submitted(+2)

I like the implementation of the stats changing the model, I do wish there was a little more tactics-wise since the strat just seems to be rush enemies down as fast as possible. Fun as-is though!

Developer

Thanks! Yeah I wonder how I could make it more tactical, first time making a turn based game. But glad it was fun <3

Thanks for playing and commenting!

(+1)

The game is really cool. Gameplay fun, the mechanic is interesting, and the model is hot.

Developer(+1)

Thank you! And thanks for playing and commenting!

(+1)

This is fire

Developer(+1)

Thank you!

Submitted(+1)

This is a really cool idea I think, I fw the latex infection stuff heavily. I just wish it wasn't so punishing to lose a character. Maybe the infection chance percentages could be increased? Or maps could have more cover? Aside from that, great proof of concept!

Developer(+1)

Thank you! Yeah was afraid it might be a bit too demoralazing to lose a leveled up character. Thinking maybe upping the level ups you get and adding a flee button to the missions. Going in blind to a mission and possibly losing all your characters seems a bit too brutal, but I like the permadeath, makes the game a bit more tense. Also more cover sounds good, these levels were just slapped together without much thought behind them.

Thanks for giving it a shot and commenting!

(+3)

Great for what it was going for! Love the concept of the thiccening goo~

I was hoping for more body types, otherwise great use of the models too!

Developer

Thank you! Yeah was thinking another morph of muscles but scrapped that, updating the model seemed to break a lot of stuff in the engine so was afraid to do it again.

Thanks for trying it out and leaving a comment!

Submitted(+2)

This game was really fun! Me and my partner enjoyed the tactical strategy mechanics and infecting as recruiting. The only thing I wish was different was not being capped on upgrades so much and maybe each upgrade affects a different part of their body aside from their booba since thats what I noticed being affected the most

Developer

Glad to hear! Yeah my first instinct was for stats to affect differently, but figured since it’s a weight gain jam all the characters should end up thick. Might make a patch.

Thanks for playing and commenting!

(+2)

Not a bad idea and good base for a Tactical Style Shooter too, i wouldn't mind see more of this in the future as im a fan of games like XCOM and Such, will say it would be nice to see the Enemies Icons just to get the idea if effects are working as well more ability to Specialize Characters
-Idea make the different Level Ups, Effect a Different part of the Body

Overall from me I say 3/5

Developer(+1)

Thank you! Yeah the inital idea was for them to have icons and you could control them straight away when you infect but got lazy and time ran out. The icons shouldn’t be a big deal to add. Each stat affecting different body parts sounds nice too, but went with just the one transform since it’s a speficially weight gain jam.

Thanks for trying it out and commenting!

No Problem!!! It was fun game and if this game gets update for that stuff i'll glady play some more