Tiny Tails by francoisvn
Tiny Tails is a turn-based tactical puzzle game where you lead a brave band of tiny forest creatures against the tyrannical wolf king. The Old King threatens to reclaim his cruel reign, and you must unite the creatures of the forest to oppose him.
Strategically place your units, combining them to create powerful formations and unlock interesting synergies.
A tale of unity, courage, and the strength found in numbers unfolds as you prove that even the smallest creatures can topple a giant when they stand together.
How to play
- Place units in formations to deal more damage.
- Units can only be placed in the same row, column or diagonal as the last placed unit.
- You have a limited number of units to place in each level. IF YOU RUN OUT YOU LOSE.
- You can see the number of units remaining in the bottom left.
- Deal enough damage to the wolf on each level to progress.
Assets Used
Music - https://opengameart.org/content/stronghold-0 License: Attribution 4.0
Sound effects: - Various squeaks by https://www.floraphonic.com/ - https://pixabay.com/sound-effects/cute-animal-squeak-1-188097/ - https://pixabay.com/sound-effects/cute-animal-squeak-2-188095/ - https://pixabay.com/sound-effects/cute-animal-squeak-3-188099/ - https://pixabay.com/sound-effects/cute-animal-squeak-4-188098/ - https://pixabay.com/sound-effects/cute-animal-squeak-5-188096/ - Various squeaks via https://www.zapsplat.com/ - https://www.zapsplat.com/music/squirrel-bash-nut-against-tree-1/ - https://www.zapsplat.com/music/rat-mouse-or-other-rodent-single-squeak-1/ - https://www.zapsplat.com/music/rat-mouse-or-other-rodent-single-squeak-2/ - https://www.zapsplat.com/music/rat-mouse-or-other-rodent-single-squeak-3/ - Growls from https://pixabay.com/sound-effects/snarls-and-growls-172823/ - Yelps from https://pixabay.com/sound-effects/011085-dog39s-yelping-2-59278/ - Horn from https://pixabay.com/sound-effects/foley-warhorns-162120/
| Link | https://clockworkacorn.itch.io/tiny-tails |
| Original URL | https://ldjam.com/events/ludum-dare/56/tiny-tails |
Ratings
| Overall | 446th | 3.646⭐ | 26🧑⚖️ |
| Fun | 566th | 3.375⭐ | 26🧑⚖️ |
| Innovation | 306th | 3.583⭐ | 26🧑⚖️ |
| Theme | 571th | 3.646⭐ | 26🧑⚖️ |
| Graphics | 290th | 4.063⭐ | 26🧑⚖️ |
| Humor | 804th | 2.5⭐ | 21🧑⚖️ |
| Mood | 577th | 3.478⭐ | 25🧑⚖️ |
| Given | 37🗳️ | 22🗨️ |
I wasn't quite sure how the line of 3 pikemen were aiming... or how anyone was aiming. I assume there was no aim and everyone just always hit.
I like the game!!
Really enjoyed it, well done.
Excellent drawing and of course the implementation.
P.S. I'm waiting for crossbow bolts in the first update =)
- Not being able to tell which units are coming up feels bad. Though I understand that if you could predict next unit it would be too easy. Maybe something in between like knowing what remains "in the bag", like this were a bag builder and you know what's in your bag so that you know there are still pikemen left but no archers left, for example.
- And bagbuilding I guess would be how meta progression could be handled? Though the design would have to be much more fleshed out to become like a deckbuilder with the levels offering different challenges to bagbuild around. Which sounds cool :)
- No longer knowing what units already placed does is annoying, like I still don't know what 3 pikemen end up doing lol, so I think a mouse over to see what they do is needed.
- Went back to see what pikemen does and "attack next 3 cells" doesn't make sense to me. Does that mean to the right?
- Don't understand what a yellow outline of a space means?
- Preview of results of placement would be nice
- Music is perfect for this :)
- Art is beautiful :)
Yeah I'm sure a lot of my complaints would be because you ran out of time. This is a crazy good amount of work for a jam!
The difficulty spike between chapter 3 and 4 is too big, in my opinion. Till then, there is a nice progression, but here there's a sudden jump. The pikemen are not very intuitive - it's not immediately obvious what "3 next cells" mean and placing them to form a vertical ram feels bad (as the second guy, or even 1st and 2nd, placed will do nothing), even though it is most often the most effective way to use them. Setting your pikeman in the vertical ram, with archers in a rectangle and bard or two in the middle is actually the only way I found to win level IV.
But apart from that little complaint, I enjoyed the game very much! Great jam job!

As for the mechanics, while they're interesting, I definitely got frustrated. As others have mentioned, not knowing what guy is coming next messed up my ability to strategise. At some point in Chapter IV, I started placing guys with the sole intention of getting the next archer in the right spot, but then I'd sometimes just get another pikeman, and the only spot that would have given me the right placement for the next archer is taken and I'm entirely screwed.
To that point, up to the last chapter, it felt like all the units were kind of useful, but that was mostly because I didn't entirely understand how the archers worked. With the difficulty spike in that last chapter, I finally figured out that I could do blocks (not just lines) to massively increase their damage. Which was great, except that it essentially made me disappointed and/or annoyed every time I got a pikeman or bard. They just felt like a waste of time and a way to mess up my placement of the archers, who were the only ones capable of doing real damage.
I think my problems with the pikemen are that they're capped at 6 damage, have very strict placement requirements (compared to archers who can just shoot from anywhere), and two of them have to just sit around and do nothing until all three are in place. The bard's ability, while useful, can be emulated (and improved) by just placing more archers, since it lets everyone shoot once again with greater damage.
I finally, after many attempts, managed to beat the last chapter, but the only way I managed was by placing all my archers in one block, and using the bards and pikemen purely as ways to set up the next archer (except where I could actually get a benefit as well), which is presumably not the intended way to play.
Overall, an aesthetically nice game that played pretty well before the difficulty spike, where the luck factor got turned up a lot, and made it hard to feel like I was in control.
However, I found your game very well realized. The narrative sections are well written and immerse us in the atmosphere of an impending battle. I found the difficulty to be very progressive, having to restart chapters 2 and 3, but each time I found it to be a challenge I could cope with.
The music and graphics fit the story perfectly. Thank you very much for this game! I had a great time despite my lack of tactical talent :sweat_smile:
One thing that might help flesh this game out more going forward (if you want to), would be to have the big units spawn little guys as well. Overall, pretty well executed strategy game!