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Armor Force Tactics's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Soundtrack/SFX | #1 | 4.600 | 4.600 |
Overall | #2 | 4.400 | 4.400 |
Overall | #2 | 4.475 | 4.475 |
Gameplay | #3 | 4.400 | 4.400 |
Graphics | #8 | 4.500 | 4.500 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Congratulations on ranking second place in GBJAM9!
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-Polyducks
I haven't beaten this all the way yet but I'm definitely going to come back and finish it! It's an extremely good looking tactical rpg with a great soundtrack!
I think someone else mentioned the starting tile attack bug, my only other note is that it's super frustrating to try and navigate the grid, like it isn't picking up on diagonal inputs most of the time. Might be better to just opt for up moving to the upper-right square rather than the dpad skipping diagonally (Actually I think that was also mentioned already, oops)
Still though, amazing game!
Holy balls i am amazed that this kind of game with so great graphics and sound could be possible for a 10 day jam, the game is hard as hell but still had a great time, one of the best games in the jam for sure!
How does this game not have more ratings??? For me this is absolutely the best entry, bar none! The amount of content is just incredible for something made in a week, and even the settings menu has so many options to change! The gameplay is smooth and engaging, the soundtrack is very nice, I can absolutely see a game like this running on the Gameboy. 11/10 entry for me!
Glad you were able to get it running and that you enjoyed it :D
Weird, the game doesn't seem to work for me. I can hear the soundtrack and some feedback when I press keys, but the window is just showing solid white :(
Nevermind, Windowblinds was messing with the game window. It works after disabling it!
I never played Fire Emblem. But I did enjoy this a lot, and I'm now interested in trying this genre out. Very well polished game, lots of depth and systems. It's really impressive you were able to get all of this done in such short time. Oh, and the music is great!
Awesome work!
Really impressive game from a technical standpoint and from just how much stuff it has in it, although I found it hard to be engaged with the gameplay because Fire Emblem-style just isn't the type of turn based tactics that I enjoy. Looks really good, sounds really nice and for the most part just feels good, those screen borders are a nice little touch too.
The issue with units not being able to attack without moving was already mentioned by someone else, but my biggest issue was that diagonal cursor movement was unreliable, both on gamepad and keyboard. Made it a bit hard to get the cursor in target position when it's only one square away.
Wow, what a feature rich tactics game. It feels very Fire Emblem in its weapons system, items, and progression. The environments are cool and the isometric view is really eye-catching. I don't particularly like navigating the cursor on the isometric plane, but I got the hang of it after some practice.
Aesthetically very pleasing, the stages and characters all pop. The game being placed within a purple Game Boy screen is really nice as well.
The only irregularity I noticed is that it seems units cannot attack from their starting space if an enemy is adjacent, you must move to a different space with a reticle icon on it. Not sure if this is intentional in order to disincentivize defensive play, but thought I'd mention it in case it's a bug.
This is another one where I want to know what games were the inspiration, especially if not FE (at least the unit name Camus, if there are no others, seems to be a reference). I enjoy tactics games and I like what this achieves. I'd also love to pick your brain on how to get a game like this going in GMS, I am definitely working on a tactics idea in my head and want to know how it's done! Really great job here.
Thanks so much for this wonderful comment! :D
Firstly, yes FE was 100% the inspiration. There's a little bit of Shining Force in there too, but mostly FE haha.
Units not being able to attack on their starting tile is indeed a bug, thank you for catching this one! I rewrote the pathfinding system from the ground up in the last 12 hours rather sleeplessly so I can see how this one slipped through! Hope to adress this in a post-jam update.
In terms of acheiving this in GMS: data structures, data structures and more data structures. You'll be relying on ds_grids a lot in particular. This is good because you can plan out a lot of this stuff in spreadsheets and visualize your code better. Setting up a backend of scripts that can easily add/remove/edit things in your inventory or map is a must. The first few days of the jam I didn't have much gameplay to show because all my time was spent just setting up these systems! A good dynamic menu system is also pretty important in an RPG like this as it's how the player spends most of their time interacting with the game.
Also if you are interested in the isometric stuff, this is a great article that helped me immensely:
https://yal.cc/understanding-isometric-grids/
Very good game, has a music quite consistent with the theme, the game takes me directly to when I played on the gameboy. is incredible the amount of customization that you have come to put in such a short time. it is certainly a great game.
Incredibly well polished entry!