Assault Team Giga Omikron: Total Mercenary – Post Mortem

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So, finished my second Ludum Dare jam. This time I was on my own, but got som really good original music made by a friend during the jam. I admit I really wasn’t thrilled about the theme at first and considered sitting this one out. Then I remembered an old idea for a jrpg-like combat system and decided to give it a try.

If you like jrpg-style combat and tactical games like XCOM you can give it a try here.

Was pretty pleased with the result, I might actually keep on working on this project. But like last time I was really pressed for time and didn’t really have time to implement all of my ideas or give the game all the polish it needed.

 

Here are somethings i would have implemented given more time:

– Start and help-screens (Probably transparent overlays to still be on the “same screen”).

– More balanced gameplay.

– More enemy types.

– Several levels (same background but different setup of enemies and harder each level, with a bossfight at the end).

– Improved feedback. I knew on launch that some players might find some aspects of the game confusing.

– Cooldown on certain skills.

– Better AI.

– Improved graphics, animated characters.

– Possible levelling-system (would never have made that in 72 hours).

 

I’m also thinking about learning another engine/framework for the next jam. I only really do 2D-games and Unity feels a bit complicated for this purpose, and obviously designed for 3D from the start. I’m not sure on wich framework to learn. HaxeFlixel? Suggestions are welcome!