Really good art. On the other hand the gameplay was mostly confusing and frustrating. There was a single text box of tutorial that auto skipped before I could read anything. The character would often get stuck for some reason without any feedback and I would need to want to a random point to avoid whatever was blocking me. Also the friendly AI kind of did whatever they wanted. Really cool looking art tho.
Enjoyable concept and as usual great art work produced by Adam. Some of the combat and navigation actions felt buggy and the games performance dropped significantly in alter levels. Keen to see where this prototype goes though, very cool!
Love love love the visuals for this. The sprites are clean, the interface buttons are beautifully made, and the isometrics tiles are visually pleasing.
My big issue overall with the game was that I couldn't figure out how to play or what was even happening most of the time. Movement in particular feels kinda clunky and unresponsive. Many times I'd click on a tile and an empty dark gray box would pop up and I'd have to click the X to close it without really understanding why that popped up or if I did something wrong. Sometimes I'd enter a room and the allies I recruited would just stand back doing nothing. Other times the enemies would just stop attacking. Sometimes I'd kill an enemy and their downed sprite would appear on top of their standing sprite. After I finished a game and started a new run, I was stuck on the knight that I used my last playthrough.
Playing through as the Knight didn't seem to present much of a challenge. I'd just charge in and kill enemies and then move onto the next room without really much of a concern for positioning or tactics.
All that negativity aside, the fact that you created this in 48 hours is nothing short of awe inspiring. The scope of this project seemed massive. I was watching your stream for a huge chunk of those 48 hours and was routinely impressed by how much you were able to accomplish in such a short time so things like bugs and lack of sound are only natural. I'm very excited to see where you can take this premise when you have the chance to add more polish and iron out the bugs because despite how critical this comment may seem overall, I think this game has huge potential.
Visually, considering the fact it was made in 48 hours, it's an easy 5/5. I love pixel art and this style is so nostalgic for me.
Gameplay-wise, honestly, I thought it wouldn't be fun at all, especially because of lack of balance, but playing as the Archer or the Wizard makes it a bit challenging, which makes the game feel like an actual game. Then again, I believe reaching the end with them is only doable because of a bug that makes an enemy stop acting after they kill one of your units, so sacrificing them to progress is the way to go.
Speaking of bugs, I found a few others, one or two being game breaking ones. Some of the text was also too fast to read for me, maybe because English is my second language. But the worse for me was actually selecting and managing units. So confusing and glitchy.
Had fun nonetheless. I'd play again after some refinement.
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I'm still waiting on animations :(
best game ever
Really good art. On the other hand the gameplay was mostly confusing and frustrating. There was a single text box of tutorial that auto skipped before I could read anything. The character would often get stuck for some reason without any feedback and I would need to want to a random point to avoid whatever was blocking me. Also the friendly AI kind of did whatever they wanted. Really cool looking art tho.
Enjoyable concept and as usual great art work produced by Adam. Some of the combat and navigation actions felt buggy and the games performance dropped significantly in alter levels. Keen to see where this prototype goes though, very cool!
Love love love the visuals for this. The sprites are clean, the interface buttons are beautifully made, and the isometrics tiles are visually pleasing.
My big issue overall with the game was that I couldn't figure out how to play or what was even happening most of the time. Movement in particular feels kinda clunky and unresponsive. Many times I'd click on a tile and an empty dark gray box would pop up and I'd have to click the X to close it without really understanding why that popped up or if I did something wrong. Sometimes I'd enter a room and the allies I recruited would just stand back doing nothing. Other times the enemies would just stop attacking. Sometimes I'd kill an enemy and their downed sprite would appear on top of their standing sprite. After I finished a game and started a new run, I was stuck on the knight that I used my last playthrough.
Playing through as the Knight didn't seem to present much of a challenge. I'd just charge in and kill enemies and then move onto the next room without really much of a concern for positioning or tactics.
All that negativity aside, the fact that you created this in 48 hours is nothing short of awe inspiring. The scope of this project seemed massive. I was watching your stream for a huge chunk of those 48 hours and was routinely impressed by how much you were able to accomplish in such a short time so things like bugs and lack of sound are only natural. I'm very excited to see where you can take this premise when you have the chance to add more polish and iron out the bugs because despite how critical this comment may seem overall, I think this game has huge potential.
Visually, considering the fact it was made in 48 hours, it's an easy 5/5. I love pixel art and this style is so nostalgic for me.
Gameplay-wise, honestly, I thought it wouldn't be fun at all, especially because of lack of balance, but playing as the Archer or the Wizard makes it a bit challenging, which makes the game feel like an actual game. Then again, I believe reaching the end with them is only doable because of a bug that makes an enemy stop acting after they kill one of your units, so sacrificing them to progress is the way to go.
Speaking of bugs, I found a few others, one or two being game breaking ones. Some of the text was also too fast to read for me, maybe because English is my second language. But the worse for me was actually selecting and managing units. So confusing and glitchy.
Had fun nonetheless. I'd play again after some refinement.
GODLIKE
Undoubtedly the game that has developed the fastest, being a very good game, made by a really creative developer.
Thanks for sharing it with us!!!
IT IS A GOOD GAME
YO THIS ADAM GUY IS GOOD AT MAKING GAMES
The game is beautiful, cheers from "naoconhecido", i followed you during all the process of the development, congratulations.