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Time Crusaders (previously Anachronium)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visual Creativity | #5 | 3.500 | 3.500 |
| Mechanics | #5 | 2.900 | 2.900 |
| Overall | #10 | 2.660 | 2.660 |
| Audio Creativity | #13 | 2.500 | 2.500 |
| Direction | #13 | 2.600 | 2.600 |
| Use of Themed Item | #19 | 1.800 | 1.800 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Hey there! :)
I just realized I actually played Anachronium right at the very beginning of the jam, but I wanted to take my sweet time before dropping a proper review!
First off, huge respect for the presentation! The character art and that scifi theme looks awesome (props on doing all those vectors in Figma and art in Krita, that’s dedication! :P).
The tbs loop combined with that aiming mechanic is such a neat twist. Combining stuff is super satistying! A few small things I noticed while playing:
movement: the ship controls and movement energy can feel a bit tricky to fine tune at times. Being able to position ships before combat starts or having a bit smoother rotation controls would make setting up plays feel so much slicker!
ui: The card art and tactical options are awesome, though zooming/reading small text on cards mid-fight took a little getting used to (glad the long tap enlarge is there though!).
You’ve put so much work into polishing this over time and it really shows. Hope to see a Steam page for this eventually! Keep up the amazing work! :D
Thank you so much for playing!
I am glad you enjoyed the game.
I will address some of your concerns.
I would like to improve this. Can I ask what you preferred for movement and rotation? As in mouse or keyboard?
I will look to improving this experience.
Planning to launch a stem page soon! Do look forward to it! :)
I liked the art, music and sound in the game, and although I personally consider myself a bad strategy player and don't really like strategies, I liked the game personally. For me, it's certainly a bit big for a game jam, so for me, it's more like a game for the evening or day, but not for a Game jam, so I'll finish it later, because even though my English is bad, I was a little hooked by the plot (if, of course, I understood it correctly) and I'm interested how the story end. I can't say anything about the controls and all that because I don't understand strategy games (I play only 3D where or controls been other or you don't even have it), forgive me, but after all I can wish you good luck in creating the game because, as I understand it, you want to finish it, so good luck to you and great job.
Thank you so much for playing! Looking forward to your longer playthorugh!
Also thank you for trying the 2D game out despite your preference for 3D games! Genuinely appreciate it!
Sorry I mean that before I play most of the time 3D games strategy, but I like 2D very much too (that why I do 2D games). And did I can say that your game is strategy and roguelike or not? I continue like this game and leave a comment when I beat it
The game has two modes. The story mode which is pretty standard progression.
The other is Battle mode. This is a roguelite. Recommended after finishing the story
nice game really fun to play
Thank you!
A well polished game, also polished several times already but that's not a bad thing! Visually, the game is really a beauty. The graphics, the visual effects, just awesome, and I like the glowing line art kind of thing.
Turn-based strategy is not an easy genre. In most cases, the complexity gets nuts and leaves the players with hard decisions. I have the feeling that this is well ballance. Maybe, the game could start of with much less card options and enter the player more into thinking of who shoots, who supports, who does what. Talking about this, I have 2 issues:
1. The movement seems unnecessarily complicated. Instead of having a radius and a max. amount of rotation change, you have to fiddle around and often end up miss-using the movement energy and strand there with not enough rotation energy. Also, the movement is sometimes buggy: selecting move and stop below the ship is not always working (even though not overlapping with another ship), then move left of "end turn" does work BUT there is no stop there, so I had to scratch back and forth to end movement.
2. When starting a fight, it would be cool if I could reposition the ships - e.g. put the supporter in the middle of both, so it can support both without having to move from the bottom way upward the the most far ship. Also, while the "nearby" constraint for supporting is nice, maybe there could also be some other way to support the not-near ship.
Another thing I noticed: After victory in the light-speed flight home, I read "select other ship" but I could not get it "to work" and/or don't know what that means or does.
Anyway, this is a really cool, well polished game. It seems near-to-ready to be published and commercialized, right? Thumbs up! :-)
Thank you for trying the game out!
I am glad you enjoyed playing it. I will try to answer some of the questions you had.
I will definitely look towards improving the movement. The move and stop can be buggy yes. I am fixing this. You can prematurely stop a ship using Spacebar
This has been forever in my list! I will try to add it in the next patch, been contemplating the best way to implement it.
Once you win you are supposed to not be able to complete the ships, they have won and will speed away. There are definitely some bugs left in that allow you to move them. I will fix this!
Been working on this game since March! So, its been a while.
I hope I can start to open a steam page for it.
Thank you again for the detailed review!
I played your game today btw. But the jam wont let me review it till I complete the 5 initial reviews.
I will definitely leave a review for it soon!
What I forgot: I saw credits about character art. But what about the HUD elements, ship etc.? They are awesome. Did you do these graphics yourself? Nice job if that's the case! Love it.
Thank you!
Everything else is done by me, ships are all vector art done on Figma, all UI elements are also vectors done on Figma. Everything else, like enemy characters, cutscenes, backgrounds are hand painted on Krita. I am learning digital art to work on it. quite a journey!
Krita is on my near bucket list to learn -> but I'm not an artist, just as a better replacement to do SVG vector gfx. I used to use Affinity Designer (but not with canva... nah), now I'm back to Inkscape and not happy really (the reason why I went to Affinity years ago)... TL;DR: I should have a look at Krita - even if it's "only" for vector gfx.
I you want to do svg vectors I would highly recommend Figma. Figma has more vector tools than Krita.