The Clumsy Company has been sent to battle. They have no training, no idea what day it is, no-one to tell them what to do... oh wait, you've arrived! You're now the commander of the Clumsy Company. Good luck, you'll need it.

To make your life a bit easier:

All side effects and associated effects work. Side effects have a visual indication when they happen (text, notification, icon etc), pay attention to these! Most status icons didn't make it into the game sadly due to tech issues - so the only way to keep track of if your unit is under some effect, is to pay attention to the cards you're using and what happens!

Or you can just wing it and go 'wdf why can't I do that', that's also okay, as long as you have fun!

Be nice to Bob, he's had a hard time recently.

The game has missing content (no battle log, info panel missing data, some characters missing) but is still 100% playable and beatable (If you're a good commander!).

The archer movement cards still have some placeholder text in their side effect descriptions - but the line below those descriptions tell you the effect result accurately.

There are currently (and forever now) 12 main action cards, and 23 different side effects. Can you... collect(?) them all?!

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  • Tero Hannula

    It was nice, I liked the music :) Characters looked fine, though board was bit "empty".
    The UI was bit clunky, I usually clicked wrong mouse button all the time ^^"

    Sorry I couldn't play more, I just realized I am in hurry to play 10 games :D

  • Ratchet
    Lv. 8

    Fun concept, with solid art. It would have been nice to have more of a tutorial at the beginning, as the systems and UI are initially overwhelming.



  • kris24

    I had fun with this. I did find that ultimately I gravitated towards the strongest attacks, despite their possible penalties, because otherwise my forces just weren't doing enough damage. Also, the "distracted" side effect seems to be one of the most punishing ones, and it can be triggered even with the safer moves, again incentivizing aggressively using the high-risk high reward moves.

    For bugs, it seems that sometimes what appears as a knight acts as an archer? I don't think I ever had any that acted the other way.

    I like strategy games and my attempts at making them have only ever shown me how difficult it is. Mad respect, especially since this is for a jam!

  • Kwis
    Lv. 67

    Feedback as I play:

    • I have an archer that somehow can only attack like a knight?
    • The randomization mechanic is cool on paper, but when you have 5 archers missing their shot at 25% chance in a row (i'm not exagerating, it's precisely 5 archers), in a turn-based game, it feels bad :<
    • ...why do enemy knights throw arrows?
    • I know it's intended, but being able to see the enemies' HP would reinforce strategic choices. As it is, I only feel compelled to use strong attacks despite their possibility to miss, because i want to remove them as quick as possible, as opposed to as reliably as possible. Being given the option to plan ahead gives more strength to my choices. (also I don't remember who I've injured).
    • Likewise, the game sorta pushes you into urgency, because your enemies don't suffer side effects but deal massive damage in comparison, and your new recruits kinda need to charge... and you're here, crossing your fingers, saying "please don't trip please don't trip"... Is it me, or is the chance to trip calculated each tile I move on? cause if that's the case, the percentage should be changed accordingly. It feels like you hit the downsides way too often
    • It feels also bad that weaker attacks also have downsides that are almost as easy to trigger. So they're not that more reliable... the distracted side effect is way too punishing for a weaker movement (it's actually worse than tripping or exhausted because it skips a turn)
    • I don't know how, but it seems to me that the downsides happen way more often than the percentage mentioned. I've had the distracted side effects more often than energised, which is supposed to be 40% vs 15%? Something doesn't feel right. I thought it could be just an impression but either way, it just feels frustrating, so I think these numbers can be safely toned down significantly? To at least not be as frustrating. Missing 5 shots in a row should not be possible with 25%. (I mean, it is indeed possible, but I feel like it's way too punishing to basically lose 5 attacks when the enemy never misses) Or... yeah actually, a good fix for it to feel fair is to have the enemies have the same chances to miss their shot.
    • You can trip on a tile that is already occupied, making the selection awkward

    Feedback after playing: Pretty fun! It was cool to play and I like strategy games like this. The randomization feels rather frustrating at times but it's overall enjoyable!

  • Fachewachewa

    Very solid game, and pretty ambitious too! Overall everything works well, but it does lack a lot of polish. It's probably due to the genre because it's mostly UI and QOL stuff. Other than that, I the music was nice (the loop a little short, and maybe too much energy compared to the slower pace of the game), but it really lacked sound effects. This could have helped make the attacks more impactful, and not 100% rely on the UI.

    Also I think the terrain is too big compared to what's possible. It mostly plays in an area of 5-6 tiles, so you spend the start getting in range and then you can't really retreat either. That's definitely nitpicking but yeah, I like tacticals in smaller areas 😅

    Anyways, that still a really impressive game, especially the "invisible" part with the side effects, there's an interesting variety here and you could have made something way simpler, so bonus points for that!

  • Reaktori
    Lv. 17

    Cool little strategy game! There's not much depth, but that is to be expected for jam game. The graphics are nice and I really liked some small details such as the icons hovering over charaters' heads and the idle animations. I wish the gameplay was a bit more fast paced, but other than that I really enjoyed this game! Oh and I read the name wrong first time...



  • GoblinBoy

    The UI is a bit clunky and I'm not a huge fan of random negative effects in a turn based game but overall I really loved it. Fun art direction and very impressive for the limited amount of time you had.



  • Tydecon Games

    The level of depth and detail you've put in to this is amazing, there was a lot to take in but what I found great about it is that you can naturally learn from diving in rather than being greeted with a wall of text which would cause you to fail if you didn't take it all in and memorise it. This game lends itself to a slow and strategic pace or a dive-in-and-hope-for-the-best pace without being too intimidating whichever way you play - nice work! :)

  • Mimpy
    Lv. 26

    Very ambitious setup, and given the timeframe, you managed to finish a large amount of it! A game of this genre requires some very strong UI design, and I felt that this game was pretty lacking in terms of UI, but that's acceptable given the scope of everything else.

    Neat idea giving each action random possible tradeoffs. It lets you weigh your choices and means that your weak attacks have a purpose, since they have generally safer side effects.

  • Jupiter Hadley
    Lv. 13

    Very complex and interesting game. I included it in my GM48 compilation video series, if you’d like to take a look. :)

  • q_q
    Lv. 7


    • Enjoyed the art style
    • Game genre was a nice surprise (went in blind)
    • Lots of mechanics
    • Worked pretty well overall
    • Difficulty seemed a bit high (for the first level in any case)


    • Lots of text explaning what things do (overall game design / ux would need another pass)
    • Side effects theme was there albeit a bit hard to tell when things would happen (maybe some way of controlling the outcome would have been good)
    • Control scheme took a second to get used to...

    Great job pulling everything off in such a short time!



  • Jaspo
    Lv. 16

    Decent tactical battle game. Art was ok. The music was ok. Gameplay was ok. Side effects added some interesting elements and fit the theme well. The descriptions should be summed up/shortened with increased font size though. The right click - left click control scheme took some getting used to. It took me a while to see where it said to move using right click; a sequential how-to-play intro would've been better than having all the information just kind of there. It was possible to start more than one troop in the same square.