[LT] [COMPLETE] Fire Emblem: Time Marches On (v0.1.3) [LEAF]


You are a newly-hired tactician tasked to tutor the heir apparent of the kingdom of Chronos in the art of strategy and combat. What path will you take this young lord? What path will YOU take?

My entry for this year’s single-chapter contest LEA(I)F!

DOWNLOAD LINK (Contest entry version)
CREDITS

Features:

  • 2 playable units. Each highly customizable with many reclassing options and a variety of Skills to buy and equip.
  • An extensive preparation phase where you influence your units’ bases, growth rates, and other aspects over the course of an in-game year.
  • A randomized experience every time! No two playthroughs are the same.
  • Fishing :slight_smile:
Screenshots

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hey hey yall, thanks to some feedback, i got a day-one patch to squash some game-breaking bugs/other errors and make some balancing changes! Please give the game another download for the most stable experience, link in the OP :+1:
The following bugs have been addressed and fixed: (And more detailed changes can be read in the now included Changelog.txt)

Fixed bugs/errors

Fixes marked with [!!] will not carry over to a previous save.

  • Game now does not crash when backing out of the weapon choice menu at the Barracks.
  • Fixed randomized pool of final enemies that gets loaded during the introduction cutscene.
  • Shops now restock at the beginning of each month if you bought out their stock on the previous month.
  • Fixed other “Pursuit Scroll” that grants Brave Strike to now have its proper name. Also fixed its description.
    [!!] Fixed Dragon Fang so it procs Dragon Fang rather than Canto.
  • Fixed speech bubbles in outro cutscene.
    [!!] Awakening, Vantage, Wind Disciple, and Wrath now do NOT activate all the time (intended behavior)
    [!!] Brave Strike deals full damage per attack (intended behavior)
    [!!] Astra now allows the unit to attack five times consecutively.
    [!!] All magic swords now properly do magic damage at range.
  • Enemy equipment in the arena is now randomized
  • Added Sword animations for Wyvern Lord
  • Added Light magic animations for Valkyrie
  • Arena man now says the correct payout when the player wins in the arena during autumn

Hey there! Just wanted to say I played this earlier today! I’ve never played an LT hack ever, so this was my first rodeo with the engine. :cowboy_hat_face: For a one-chapter hack, I thought the story was pretty interesting and thought-provoking! I also thought the concept of a year-long battle prep was neat! (Kinda reminded me of FE3H’s White Clouds Phase.) I had a blast swapping around the protagonists’ skills and stats, and also testing my luck with the base activities!

I can’t say much about balancing and stuff since I’m more of a story-driven player, sorry! (I’m also not that knowledgeable with the technicalities.)

I’m definitely looking to play more of this if you ever consider making this a full hack with the fleshed-out story! :sparkles:

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I’m really glad you liked it! I hope you give more LT games a chance in the future :smiley:
And it seems like making this into a full-fledged hack is a common sentiment lmao my main playtester basically said the same thing so maybe i will in the future once i get my main project off my plate? idk we’ll see lol

Hey again y’all! I got one more update to add and i think that’ll be it until the contest deadline (until someone else finds an error, that is, ievhnslkdsjlkd) Anyway, I added generic red palettes to all the battle animations that were missing them and a new hint system!


If you haven’t tried the game yet, I encourage you to give it a download now :+1: it’s more or less in the state I want it to be in now, so any feedback before the contest deadline would be highly appreciated!

Played this a few times with different strategies. My favorite run was probably this one:

I got the bandit map, so I strategically Berserked the bow and sword-using guys while dodging and countering the axes. I also appreciated that there were different CGs at the end depending on the genders of Lee and Athol and whether Athol died or survived.

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Heck yeah nice build :+1: glad you enjoyed it!!

Redoing this because it is being mean.

My thoughts on the submission (I am not an actual judge)

Gameplay: The gameplay was ok, but it gets pretty boring fairly quick. The main problem is it’s balancing and how it can be blown apart too easily.The aim of the game is to train your two units over the span of a year, which is a year in game (12 months). This can be fairly trivialized as the mechanics where activity points are tied to the lords CON stat, picking High CON classes to be in for the month so you can do more next month, and the mines pay out too much too often, and can lead to a slot machine play-style that works out too well. Here is the amount of money one can obtain as an example.

As a result you can buy skills and stat boosters in abundance, and can result in overpowered units.

Also buying the second seal crashes the game, I don’t know why or what it really does in the context of the class system, but can be fairly noticeable since the items can change upon reload.

Yes this can consistently happen, and given how it can re-randomize some items once you reload it was a little frustrating.

The Class system is a little odd but is understandable enough, the option to pick whatever classes you took up during the training months is neat however I do not know if what class you are in at the end of each month is what you are allowed to keep or if you can be neat for customization sake but I feel like it is too free as they don’t require AP in order to obtain. I respect the choice to have Lee be stuck with unpromoted classes and Athol with only promoted ones.

And the class provided skills can be kept on your unit even after they revert to their base from. So you can have a Summoning Hero if you wanted. (I do know if this is intentional but if it is pretty cool)

And the weaponry you can get at the end of the game is pretty cool but given the money problem it feels like there isn’t much of an issue of what to buy, Ex. the most expensive weapon being Audhulma. While it can be pretty fun to get a quick clear, there should still be some challenge to it. Maybe it would have been if I got a different objective (Mine was the Paladin Kill Boss map).

Making Affinities a purchasable item is actually a great idea and I think that’s really awesome, and is a cool gameplay concept. And making what would normally be promotion items into growth adjusters is a nice touch, though having Knight and Hero Crest being the same is a little odd (CORRECTION: It is not I misremembered in my notes).

The barracks can be arguably better than the Arena and probably should be applied the 2 AP as well, The Arena can be backed out of despite not being fatal isn’t something that should happen since it would be useless, if dying in the arena depleted your AP for the rest of the month maybe or gave a reduction next month it would be better. Also missing with Crits (pretty funny imo no complaints there)
The Fortune Teller will take 500g from you even if you back out of receiving her fortune (this is probably a glitch but is pretty funny).
Also I do not know if the engine is the issue or not but it is not possible to use the D-Pad only the Stick to control the game (Note my controller works fine with MGBA so I know that’s not the issue) Given how in order to experience the different map objectives you would have to redo the entire game again it might be a little bit before I go for a second playthrough since the setup for my initial one felt like a drag.

Considering all of this I would rank the gameplay a 5/10.

Presentation: I think that the presentation is really good! I like your choice of music for the different sections of the game, Some of the tracks reminded me of stuff like Peritune’s Vurdure 3 and somehow Wii-U/3DS results screen music and the choice of overworld and battle music *Chef’s Kiss* Magnificent. There is a case of looping in the Arena after you win as the celebratory jingle will keep looping if you sit there. (I do not know if this is something with the engine or not)I like the choices you used from the Repo as well but I do have some issues with them due to how the Script Log works as some mini-mugs work just fine but some don’t work properly or some don’t have a mini-mug at all.

This can be a little confusing when trying to figure out who was who (granted this feels more of a minor thing but it is still a part of presentation since each NPC has a different portrait) I did notice that the Critical SFX doesn’t play when you land a crit. (not really detrimental but a little odd) The UI is also pretty good.

Also getting to choose gender is nice, I like that. And the CG at the end, I love it when people include stuff like that.

Overall I think I’d rank Presentation a 4/5

Story: The story, I think, is just ok. It doesn’t really do much for me personally at the moment but it is a good start for a full fledged project which this is probably going to be. I think that the friendship between Lee and Athol feels thin, there something that is there but it feels underdeveloped given how fast it feels like to the viewer (with conversations occuring at the end of each season, and the player solely controlling Lee with Athol following right behind), there wasn’t much time to develop them, which given how this is about a year of planning before the actual map feels like it leave much to be desired .

Maybe it would have been better if Athol was the controlled character (since Athol is the Tutor and Lee should be following their lead). Also there isn’t much tactical study I would argue, I think a good idea would to have some talk moments with Lee where Athos would explain different objectives and map variants so it would give the player of something to think about for later and also give more character moments on top.

I would give story a 3/5. I like what is there enough I guess but it doesn’t feel like it’s reached it full potential.

TL;DR Here is my scoring
Gameplay: 5/10
Presentation: 4/5
Story: 3 /5

Total: 12 /20

Hey, thanks for the review/bug reports, really appreciate it! Gonna address each of your points to the best of my ability

Gameplay

Yeah, I know you can exploit that. Not sure how to really adjust that to make that less exploitable but sticking with any class regardless of CON doesn’t seem to deter how your units turn out from my playtests, so I’m not sure if I want to change anything.

Someone else has said this too but it really is luck of the draw? Tbh, you may have just gotten really lucky with the mines. Regardless, I did lower chances of getting black and gold gems for the next update.
Being able to get overpowered is kind of the point and I do want to give players the opportunity to come up with fun builds, but I don’t want to to be too easy to get skills and such.

Has been fixed for the next update, sorry about that!

The classes you choose will automatically be added to the pool of reclassing options at the end of the year regardless of whether or not you stick with that class for the whole month, and has been clarified in the guide in the next update.

That’s fair, but I’m not sure if I want to make reclassing cost AP since there’s already the cost of not being able to go back to that particular class if you choose to go into another class for the month? idk

This is absolutely intentional and as the dev, I implore players to exploit this to hell and back lmao

I feel like this is an extension of just being insanely lucky with your mining which isnt bad, but is something of an outlier and not an average player experience.

Spoiler alert on final battle structure: All the final objectives are Defeat Boss if only to give the LEAF judges similar experiences regardless of how the RNG rolled for them. On top of that, different objectives like Defend or Rout would just mean more playtest time I don’t have time for, especially now with only 3 days left until the contest deadline.

They don’t though?



(I even double checked the actual effects just to make absolutely sure I wasn’t going crazy lmao)

After doing a couple playtests, I can agree. Been busy this morning to try to make the Barracks fulfill its intended purpose: a low-risk, low-reward equivalent to the Arena. Still trying to figure out something and this is the big thing that’s preventing me from pushing out an update right this second.

That’s something with the engine itself. Can’t remap controller inputs either, so sorry about that.

Presentation

Been addressed for the next update! tbh ive been trying to figure out an elegant way to address this in my other projects so im pretty happy i figured out a solution lmao

that’s something that’s very low-priority for me to address if at all tbh since idk how many people even check the dialogue logs in the first place? (i did fix the transparency on Rogue’s minimug though-)

Engine issue, hoping that can be addressed soon-ish

Story

I think that’s fair. With it being a more gameplay-focused project, I didn’t put a lot of focus on character writing.

Great suggestion and I’d love to implement it! I just wish this was a suggestion brought up earlier so I’d have more time to think about possible dialogue for this potential feature :upside_down_face: I’ll do my best to get something like this added before the contest deadline

Thank you again very much for your feedback!

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Apologies on the Knight Crest Hero Crest thing, I misread it, that’s on me. I still think that this is pretty cool!

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v0.1.3 has been uploaded to address the reported bugs and to adjust some other game balancing stuff (mainly the barracks and mines). More details on the changes can be found in the game’s Changelog. There’s still a few more changes I wanna implement before the contest deadline, but I wanted to make sure these major changes got uploaded just in case I dont get to the other stuff before sunday :+1:

Can’t you just… not tie activity points to your CON stat?

then i gotta figure out if i want it to be a static number every month (not my preferred implementation) or something i can have the player manipulate via another method
if anyone has suggestions, id love to hear them tbh

If you really want to base it on CON, you could base it on the character’s personal CON (actual CON minus class CON) instead of their actual CON?

What are your issues with it being a static number?

I would like some variance per month just as a way to mix things up per play through on top of everything else going on, just a personal preference

basing it off of personal con probs isn’t a bad idea tbh, i’d just need to adjust starting con + growth rate for it and mess around with it and see if i like it or not

You could make it a static value with some variance to it? Like, X+d4 activity points per month.

Alternatively, you could add some random events that you can spend AP on. The amount of AP you’d get per month would be static, but how much of that static AP you’d want to spend on events instead of other things would vary from month to month.

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coming up with random events would be an excellent idea if i didnt have three days 'til deadline :smiling_face_with_tear: otherwise i wouldve loved to have implemented this!