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Rise of the Tartans's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art / Graphics | #10 | 4.571 | 4.571 |
| Overall Fun | #55 | 3.714 | 3.714 |
| Sound/Music | #71 | 3.429 | 3.429 |
| Controls / UI | #118 | 3.000 | 3.000 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
Human made
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Strategy
Turn-based | Card Games | RTS | 4X
Rating
Family Friendly
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Comments
Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)
I played the game on stream: https://www.twitch.tv/videos/2873527358?t=00h01m30s (my stream VOD looks like it split into 3 VODs, so you might have to go to the next one too)
Overall, I liked the game! It reminded me a lot of Kingdom: Two Crowns. Playing on the WebGL build had lots of issues, as I'm sure you noticed on the stream :) The sound was laggy, and the gameplay was unfortunately laggy as well. So I don't know how much of my feedback is directly relevant to the PC build.
I found that the difficulty was somewhat high; I wasn't able to expand much and was constantly on the defensive. (In the PC build which I tried a bit later on, I was able to attack the monsters a bit better but it still felt difficult). Maybe I wasn't playing "right" and didn't have enough/any farms, but it was quite difficult to hold onto the land, since wheat took a long time to grow, and 2 wheat needs to be converted to 2 dough to make 1 melee soldier that wasn't super good. The soldier tended to wander around the wrong place/way.
While it was possible to pick up the soldier and throw them in the direction I want them to go, that's also quite a lot of micromanagement, esp at the start.
One suggestion is maybe to tone down the attacks, until the player explores more of the land? I think Kingdom: Two Crowns had some mechanic like that, so it was a bit more player-controlled / manageable.
While your game has a 5-day time limit, maybe the time limit would only count once a certain milestone is met, or something like that..
The suggestion you gave in the stream to build archers was extremely useful. Archers on the towers were super effective, partly since they have range, and partly since they don't wander off (which I think is the main factor). Maybe the foot soldiers should be able to be stationed at walls/doors too?
I think the game has good potential and I'd love to play the next iteration of it!
Hi! I really liked the concept, and the art style is just lovely.
The core loop is fun, especially at the beginning, though it started to feel a little repetitive after a while. Once I had four farms running, they were producing so quickly that I felt like I was constantly running around just to collect everything.
I also had a few thoughts about the interactions. Some interactable objects tend to overlap or sit very close together, which can make it a little difficult to select the one I actually want — for example, wheat next to a farm, or the bakery near the castle.
The controls for upgrading and spawning units also felt a little awkward to me, since they require switching between the keyboard and mouse. One thing I really like about Kingdom Two Crowns is how many common actions can be handled with just a single key, like pressing ↑. I think having a similarly simple interaction scheme here could make the game feel much smoother.
Overall, I really enjoyed the idea and presentation. I think reducing some of the repetitive collecting and making interactions a bit more streamlined would make the loop feel even better.
Hey! So I believe an artist was in the chat while I was streaming but not a dev, so if you want to reference anything that might have gotten missed I have uploaded to youtube here:
Sorry for the late reply but I wanted to thank you for your coverage of the game and sharing the video! We've tackled what we could so far but we'll be going through any streams that covered us with a fine toothed comb for more details that take longer or that we missed so far. We appreciate you!!
Hello,
I completed the game and here is my review of it.
The game was very enjoyable and the art is quite cute. Lots of funny dessert puns and general good vibes.
I like the animations and everything works as intended.
The music is on point and never felt in the way.
While playing I quite got into the zone of it and pretty much an hour passed. sign of a good game. Steam worthy!
Possible points of improvement.
really liked the turret archer and doctor mechanic.
The game feels very polished in general so I have nothing but nitpicks for this section
Other ideas
When my critique boils down to “more upgrades”, I know its a good game!
If you have nay other questions feel free to ask.
Hey there, thanks so much for playing and giving such detailed feedback! I have done a bit to remedy some of these issues, but I really love a lot of your suggestions, and many are things I've been sort of brainstorming on!
Just ping me if you want me to playtest it later! We can also connect on discord.
I was sold at the song on the title screen hahaha. Game is cute and I had a fun time playing it! I did run into a problem where I couldn't kill pumpkins, they would do a death animation but no drops and their health bar would ghost on the screen with one sliver left, so I just had to hope pumpkins would fall from the sky.
Thanks so much for playing and flagging that bug! I must have lined up the animation event wrong. I'll fix that right away! I had been a bit suspicious of the low drop rate for pumpkin but forgot to circle back till your comment!
I love the idea and the art! Maybe it's just me, but I don't see a reason to have a jump button, maybe I didn't play it enough. But overall, it's an amazing game!
Hey thanks so much! Admittedly the jump is just for fun right now haha. We do have some plans for it, but are definitely still experimenting with it haha
Thanks for giving us the push we needed, we added bounce damage which now occurs from jumping on enemies as well as throwing allies at enemies!