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STORM TAIL's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art Style / Visuals | #7 | 2.960 | 2.960 |
| Audio / Sound Design | #8 | 2.680 | 2.680 |
| Overall | #13 | 2.680 | 2.680 |
| Gameplay / Fun / Engagement | #16 | 2.520 | 2.520 |
| Theme | #19 | 2.560 | 2.560 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game interpret and use the theme?
Your caravan is heading home to village at the end of the road, and mist behind you wont let you stop. The road is long and dangerous. Enemies break your chain, and every turn you decide what to protect and what to leave behind. At the end, your result is simply what you managed to bring home.
Devlog Challenge?
Easter Egg Challenge?
Did you use Farclip and want to be considered for the Farclip Award? (optional)
Game Engine?
Game Engine / Tools (Other)?
Blender, Figma, Ableton
Self-made & used stuff?
Have you joined a game jam before?
Roughly how much time did you spend developing? (in hours)
I spent around 7-8 days up yo 8 hours daily
Anything else you'd like to share about your game or development process?
Firstly I made a fast prototype in js to find and test an idea, there were a 3 or 4 different concepts which werent work before I found this concept, and then I made it with cool graphics in blender and in godot engine
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Comments
Gameplay / Fun / Engagement: āāāāā
Art Style / Visuals: āāāāā
Audio / Sound Design: āāāāā
Theme: āāāā
this kinda feels way bigger than a jam game lol. I really liked the whole caravan snake thing where every cart actually matters and losing part of it changes what you can bring home. There is a surprising amount of actual thinking here and I didnt expect to spend this long planning moves.
The first few turns could be easier to read though. I think instead of explaining everything with text Id make the game teach you by forcing a couple simple actions at the start. Move here. protect this cart. attack this enemy. then let the player loose. Took me a bit to understand what I could actually do.
Id also make the direction home VERY obvious from the first second. Maybe a permanent little village icon at the edge of the screen or a compass arrow. In a game where every move matters going the wrong way because you misunderstood the map feels pretty painful š
Visually this looks awesome. Easy 5/5 for me. One thing Id still change is separating gameplay stuff from the environment a bit more. The forest has a lot of detail and sometimes units kinda disappear into it. Maybe slightly darker/desaturated ground with brighter outlines under enemies and caravan parts would help without ruining the look.
Some enemies could also communicate attacks earlier. Especially anything that can hit a big area. A short red preview on the tiles before the attack happens would make losing carts feel more like "yeah I messed up" and less like something random just deleted half my caravan.
The turns could be snappier too. Id add a fast animation option or maybe hold space to speed enemy movement up. Once you understand the game you mostly want to see the result and start planning the next move.
And one more small thing. Starting a new run and choosing the carts could be smoother. Id make it something like click cart -> it instantly goes into your caravan with a clear number showing how many slots are left. Maybe even save your previous setup so retrying doesnt feel slow.
Audio is honestly great. The music fits the stormy road vibe really well and gives the game a lot of atmosphere.
Really impressive game. Theres already enough here that I could easily imagine a bigger version with more cart types weather events and different roads home.
If you have some time please check out my game too :) Id really appreciate a rating and some feedback!
Hey, played this for2 turns and really had fun with it! I love turn based games and to see one in a jam is quite rare, so i was pleasantly surprised.There is a really good amount of content there to keep a player engaged for half an hour easily. There is a good amount of thinking and planning you need to win and the challenge level is also good. I loved the art from the screenshots - its really well done, though in game it feels a little overwhelming as in it is a bit difficult to distinguish between players, enemies and the background. Making the background a little less detailed would solve this issue i think. Also in my first run i went in the opposite direction :D would be helpful if there were some indication of which direction is home. Otherwise you have done a good job of explaining a pretty complex game in a short amount of time.
The music is a banger! Well done to the composer.. it fits the gameplay and the vibe perfectly. Overall, a solid entry, well done :)
Damn im really imprese about this game.
for the jam is a really cool and big game, congratulations.
the 3d art is amazing, the mechanics are well explained and has a really good AI
I can say many good things about this game, unfortunatelly im really bad playing this type of games, but i like it x3
great job
BRO, THIS IS SERIOUSLY IMPRESSIVE FOR A JAM GAME! šš©ļøš„
The caravan snake idea is such a cool mechanic, especially having to decide what parts of your caravan to protect while the storm keeps chasing you. The whole presentation works really well together the haunted forest atmosphere, Blender visuals, music, effects, and the storm create a strong sense of danger. I also love how the theme is tied into the ending, where what you actually manage to bring home becomes your result.
The tactical turn-based movement makes the journey feel meaningful instead of just being a straight race. One thing Iād improve is the onboarding a slightly clearer explanation of the actions and caravan choices early on would help players understand the systems faster. A little more balancing between enemy attacks and pacing could also make the later sections feel smoother.
SUCH A STRONG FIRST-JAM-STYLE SUBMISSION! šš ā” THE AMOUNT OF POLISH HERE IS WILD! GOOD LUCK WITH THE JAM! š®š„āØ
Thx man! Happy that u like it
Holy crap! This is your FIRST jam game? Like... you have some experience in the industry, don't you?
The way I see it, you made a problem for yourself now. Because now you gotta go, and make this game into a full release. Oh, you have a job? School? Family? Should have thought about it before making a game in a week that is easily better than 90% games on any steam next fest!
Seriously- this is gold. All works together perfectly. Graphics are great, music and sfx fit perfectly, UI has zero bugs (maybe selecting the carts when starting a new game is a bit clunky, but I'm nitpicking now).
I'm absolutely in love with this game!
Thanks! Not a first game, I just hide old one from profile:)
This is fantastic - you clearly have a lot of experience! I'm blown away at what you managed to make in the time frame. I would play a full release of this š
Incredible.
This was a ton of fun to play and extremely polished for a game jam. Had a great time playing, and the gameplay is very tactical and engaging. Great visuals and audio all around.
Awesome entry!
Thanks for your feed back! Glad to hear that :)
What an amazing game for just 7 days! Absolutely adore the visual and audio scene setting, and the mist is such a cool effect even on the web version, could not be better honestly. Only feedback would be that at one point it seemed like it skipped one of my turns? The enemies all moved, then the game paused for a second and then they all messed me up lol. Awesome experience!
Thanks for the feedback! Hah, sounds like bug during a lag, or something like that, didnt have time to work on performance so yeah, it might be a bit laggy, I thinks it is connected to spawn enemies and effects right into game scene from scratch, without obj pulling or preloading. Wil fix it one day :)
Really Awesome Game!
Gameplay wise, this is top notch! It's really impressive that you were able to make a very complicated turn-based grid based system, in such a short time. One flaw is that while the mechanics of it were fairy simple, I think the game does a poor job explaining how it works, and it took some time for me to figure out how to perform all my actions, and the specific interactions, though that could be a skill issue. Also the game is a bit slow at times, and certain enemies are really OP such as the one that fires a range blast that damages in an area. Stuff bit of balancing and pacing can fix. Nothing intrinsically wrong with the game.
Visually the game is gorgeous. I have zero complaints, and I think you could ship a game that looks like this, and it would be more than up to the standard.
Audio wise, it was perfectly fine. I thought the music was solid, and sound effects were fitting and balanced well. It wasn't anything mind blowing, but it didn't stand out as bad or weak in any aspects.
As for the theme, I think it was a good interpretation of it. I understood it immediately, and grasped the idea behind it. Only criticism is that is was a relatively safe interpretation of the theme, and this style of game could be come up with without the guidance of the theme.
Overall though, still and incredibly high quality game for this jam :)
Thank you for this feedback. I agree with a few problems of balance, it also depends on map generation you get on play, but I decided to leave it as is, cause it was already playable and gave you good experience most of the times, and second I just didnt have more time for better balancing:)
Had fun playing it although its a bit laggy on web. But awesome job!