Just One More Turn (Please!) by Ithildin

[raw]
made by Ithildin for LD28 (COMPO)
This is a one-turn-based strategy game implemented in Unity 4.3.

Lead your (green) units to the victory by getting rid of all the enemy units (coloured in red). However, take into account that they have only one turn (movement does not count, unless you get stuck by moving somewhere where you can't do anything).

Controls: Click to select a unit, then click on an empty allowed cell to move it and finally click on an enemy to attack.

I have mixed feelings about the game. As usual, it's got much less than the originally planned features, but in this case it's probably even less than that :S. At least I managed to submit.

Stay connected for the postmortem!

Tools
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Unity 3D
Photoshop
Bfxr
Autotracker

EDIT: Removed MacOS version. Added "Tools" section to the notes.

EDIT 6/11/2016: Updated web link, because of dropbox changes.

Ratings

Coolness 100% 1
Overall 2.96 539
Audio 2.25 614
Fun 2.94 436
Graphics 2.75 588
Humor 2.57 360
Innovation 3.17 317
Mood 2.71 523
Theme 3.44 201

Feedback

ApoorvaJ
16. Dec 2013 · 09:47 UTC
Great game! Responsive, thoughtful and very well paced.
DeathBySnail
16. Dec 2013 · 13:39 UTC
Think it crashed a few rounds in. Big fan of Fire Emblem, so i'm gonna give this a good score :)
Lorenzo Maierú
16. Dec 2013 · 13:42 UTC
The texts at the beginning go a bit too fast for my tired brain, but other than that it's great. Quite addicting!
TobiasNL
16. Dec 2013 · 19:22 UTC
Haha, love the idea! A one turn, turn-based game :P Has something comical to it as well. The music and sound were a pain though. The game itself was challenging and pretty fun.
Static 64
16. Dec 2013 · 23:08 UTC
Interesting idea for a mechanic. I'd like a way to skip levels I've beaten, or at least the intro. Fun to play, overall.
Move127
16. Dec 2013 · 23:12 UTC
Absolutely love it. A little easy though, but I guess that if there were more levels the difficulty would get higher.
Hyde Wyvern
17. Dec 2013 · 02:37 UTC
You really got a new point of view of the theme! I love RPGs and it's amazing how it reminds me of the retro ones! Really fun :D Good Job!
joppiesaus
17. Dec 2013 · 16:05 UTC
I really like the game! It's not buggy, it works, and more importantly... it's fun! And it contains strategy, which I always like! Really nice made.
Zener
17. Dec 2013 · 17:34 UTC
Very nice one, I love strategy games! It's very easy to understand and to play. And the background images are beautiful! Congrats!
HeyChinaski
17. Dec 2013 · 21:42 UTC
I really liked the hand drawn style of the backgrounds? A nice simple mechanic well implemented. Nice work :)
Were there only 3 levels or did it crash on me? I played through twice.
SpellingPhailer
17. Dec 2013 · 23:06 UTC
I liked the idea. Would have liked it more if it was a bit harder though. Don't know if it crashed or it is just supposed to end when finishing level three.
Jezzamon
17. Dec 2013 · 23:26 UTC
Should be able to skip the instructions.

I thought the attack area would show the square you could attack after you move, so that confused me a bit.

It didn't seem to have much challenge to it though. Maybe if after you moved 1 unit the enemy moved one unit it would be more interesting.
Shigor
18. Dec 2013 · 01:56 UTC
Game got stuck after few levels (with some trees in the background) - Victory text is shown and that's about everything.

I like the idea, but (unless I missed more interested stuff later after the hangup) it's not challenging at all.
zkenshin
18. Dec 2013 · 02:57 UTC
Nice entry, good job (:
🎤 Ithildin
18. Dec 2013 · 10:12 UTC
Hi all! First, thanks for the feedback! It's much appreciated.

I'm afraid most of you who've complained about the lack of challenge are right. If you take a look at the postmortem I'm totally not spamming about right now, I'm aware that there are sadly too few levels, and gameplay is a bit sparse.
For example, the enemies' attack areas are there because I'd planned for the possibility of enemy moves and counters, but in the end couldn't properly define when or how they would do it and I ran out of the time. I should have taken those cues out to decrease confusion. There are some more control/ui issues that I have in mind that could have improved the experience, but they'll have to remain on the wishlist for a hypothetic v2.0

I need to take a look at what seems to be a crash. There was at least one level with the second background, and upon completing it you would go back to the start screen. Also, the music is not looping, which probably means that I forgot to set one parameter's value. As it's not a particularly inspiring track I doubt that many of you will miss it ;D
ian_snyder
18. Dec 2013 · 14:35 UTC
Honestly I thought this had some trick to it so I kept failing the first tutorial, but then I realized it was just exactly like any Tactics game... I was kinda disappointed. Didn't really take much strategy at all, so I was over-thinking it. I don't mean to sound too harsh, it's cool you got a tactics-type game working in 48 hours :D But it would've been really nice to see some twist other than only one turn.
🎤 Ithildin
18. Dec 2013 · 15:20 UTC
Don't worry about sounding harsh, you don't. And, actually, I agree with you. As it is right now the game is basically a clickfest and you can "solve" the puzzles in a matter of seconds. Their lack of difficulty would make sense as part of a 100, 200+ levels game to teach the basics to the player, but it doesn't work so good with, well, 5.

I do believe that the combination of tactics plus the one-turn twist could work fine as part of a more complete design, though, but to be sure of that I'd have to actually finish implementing that core functionality first. It could be interesting to try it :)
Bruno Massa
20. Dec 2013 · 20:34 UTC
nice idea. it takes a while to figure things out, but i managed to win!
Xaychru04
21. Dec 2013 · 10:16 UTC
Great game! It would be nice to be able to skip the intro though, but the concept is fun, you just forgot to loop the music... Anyway, good job! :)
zequack
23. Dec 2013 · 04:45 UTC
Well I like the concept. I mean to me it seems like chess problems, but using tactical RPG-like rules. "Find the optimal way to deal the max damage to the enemy".
That's interestng :) Could have been done better I guess but I like the idea. I wish there were more levels, with a higher difficulty, of course.
archaeometrician
24. Dec 2013 · 23:56 UTC
Challenging game ! Cool music too !
van noctar
04. Jan 2014 · 15:33 UTC
Good gameplay! However it's so easy ! :D