One for Another - A tactical combat game by muffty
Hey and welcome to One For Another a tactical combat game.
In this game, you can experience the tactical depth of chess mixed with the sacrificing nature of chess put on a chess-like checkerboard :checkered_flag: You could also say this game is heavily inspired by D&D.
Its Super Innovative! Hmm, so juicy! Come around with your friends and enjoy sacrificing one for another.
Story:
A demon savaged the lands and kidnapped a fairy's best friend. A brave party of heroes took the quest on saving the world!
Choose each round from playing one of the non-stereotype characters, like:






What we are proud of:
- No programmers art but music :D
- We did it!
Team:
- Muffty: Code, Animations and Music
- Jeikobu: Models
- Masterzenith: Sprites, Sounds and great fun!
For best experience:
- Play on 1920*1080
- Use Standalone
- For WebBuild: Wait in menu until the music is played (it is completely loaded once the music starts)
Here is an explanation of the UI.

Tips:
- Use W to move
- Use A to attack

Once again the warning: This game needs some time :smile:
| Windows | https://muffty.itch.io/one-for-another |
| HTML5 (web) | https://muffty.github.io/One-For-Another/ |
| Original URL | https://ldjam.com/events/ludum-dare/43/one-for-another-a-tactical-combat-game |
Ratings
| Overall | 132th | 3.921⭐ | 21🧑⚖️ |
| Fun | 141th | 3.778⭐ | 20🧑⚖️ |
| Innovation | 216th | 3.579⭐ | 21🧑⚖️ |
| Theme | 287th | 3.816⭐ | 21🧑⚖️ |
| Graphics | 224th | 4.05⭐ | 22🧑⚖️ |
| Audio | 131th | 3.806⭐ | 20🧑⚖️ |
| Humor | 440th | 3⭐ | 17🧑⚖️ |
| Mood | 397th | 3.469⭐ | 18🧑⚖️ |
| Given | 19🗳️ | 11🗨️ |

I have removed the Web build for now. It seems like this scene only works with 1920*1080.
I also encourage everyone to play fullscreen :)
I'm proud we inspired you with our game
Especialy the starting animation it adds to the feel of the game
Sacrificing health for benefits in the game is a nice use of the theme, and makes for interesting decisions about who can afford to take damage for the benefit of the group. However given certain benefits affected everyone for a given turn, it incentivizes using specific classes as early as possible in the turn, so the class order doesn't really end up changing that much throughout the game, except when one of the heroes is in danger.
The gameplay loop gets pretty repetitive fast, given that there's no leveling, no gaining of stats that aren't just benefits from abilities, and the enemies behave very predictably. It felt like I was doing everything the same right up until I died against the demon, and I didn't really feel the losses of heroes too much, given their attacks were all very similar, and the enemies had a completely independent turn order. The only variety comes from the abilities, and using them is itself risky, meaning I would avoid them unless I felt they were necessary.
Little details seem to suggest that there wasn't enough time to fully realize the idea, like how the mage shoots arrows just like the bard and the ranger. It would be cool to see this idea expanded upon, or with more animation to liven up things.
Overall it's an impressive amount of work for such a short amount of time, solid entry!
Otherwise, the game was quite a bit of fun, and proved to be an interesting strategy game! I am incredibly impressed that your team could create all of that in 72 hours! Due to the ambitious nature of the project though, it seemed to lack some polish, as many of the UI components looked bland and not polished. Still though, an amazing submission, keep developing! :thumbsup: