![Triumbra](https://img.itch.zone/aW1nLzE3MTQ5NzQ1LnBuZw==/original/FCkxfs.png)
Triumbra
CONTROLS
BUTTON | ACTION |
WASD / Arrows | Move |
Left Mouse Button | Primary Equipment |
Right Mouse Button | Secondary Equipment |
Space | Interact |
DESCRIPTION
Run through dungeon rooms collecting the shadowy remants of monsters you defeat, which you can then use to alchemize new items!
INFO
This is an entry for the Pirate Software - Game Jam 15, it is also my first "finished" prototype of a game!
Here is the GDD: https://docs.google.com/document/d/14f2y6F8-yO1D-VWknDSmtO2ibuzNHEB_2Creo7v1qeE/...
Development log
- HTML Fixes41 days ago
Comments
Log in with itch.io to leave a comment.
The stylized graphics are awesome! Although it looks simple, the designs are really cute, and the gameplay, while simple as well, is still quite fun! I loved the enemies having different colors, and that final boss was a really cool surprise, as I thought it was just gonna be an infinite dungeon crawler! Very cool!
Simple game loop and well polished. Makes you want to go into action again, but stronger. The animation when you return the elements and the pipes fill is really satisfying.
Compact short little game with an easily accessible gameplay loop. The 10/10/10 upgrade is quite powerful, but I really didn’t want to buy it a second time because I’d become too fast and harder to control. Graphics are nice and benefits well from the restricted use of colour. The bass solo in the BGM felt a bit repetitive.
Didn’t really have any problems duping the AI and running around them. Sometimes the red ones were a bit hard to shoot, but that was about it. The green mobs can also be convinced to stack ontop of each other making it easier to deal with them.
Played until the dual-colour boss-looking monster, then the game blackscreened or crashed.
Being able to adjust sound is always good especially if people are going to be listening to similar (or same) tracks for a while. I didn’t find any menu keys or options.
If you’re up against the wall it limits the angle you can shoot at to about 70 degrees, rather than the 90 degrees where the fireball could ride along the wall. This leads to a few small instances of not being able to fire at enemies approaching you.
Nice work! Making three currencies is a good idea and this concept is polished. Very well made game, I had fun :)
Amazing game!
Well polished and it gets player into the loop pretty quickly.
It's one of the best polished submissions I've seen so far.
For feedback, I wish the item selection arrows were more visible.
I only figured out there were other pages in item selector, very late into the game.
I also wish to see more creativity in monster scaling. Right now, it feels like it's just a bigger/badder version of smaller ones.
Also having more synergies between items/enemies would be a very fun experience.
I'm picky because this game is very well made and has high playability already.
Keep up the great work!
That's so kind thank you!! I'm definetly looking into reworking the game formula to incorporate synergies and interesting monsters :)
I had fun with game, collecting color pellets and all, then I unlocked the burst attack, started to beat enemies and the game crashed, black screen, nothing happends.
Except for this hiccup, I liked it !
Thank you for playing, I will try looking into that bug :)
Fabulous work! has a clear gameplay loop, and it's real fun to play. My only suggestions:
- The interactible for item synthesis could be a little more obvious. One inevitably tries to interact with the panel, but the merchant is far more prominent when scanning the room.
- The hitbox on the player's fireball could be a bit more generous. I kept having fireballs despawn just short of enemies at first, and as a result I thought the game might've had a mechanic where you had to swap targets often.
Thank you! Very appreciated feedback, I will take note of this
Very polished, Teebz! The general aesthetic with the music and artwork I think worked well together, and I particularly liked the animations for the blue creatures attacking, which...happened to me a lot because it turns out I am not great at this game hahaha.
Two suggestions, both control-related. First, the title screen should probably make it clear to press space to proceed: the "start" looks like a button to click, and my second guess was to press enter...and so I thought it was still loading and just waited for like ten minutes lmao. Unfortunately, since it's a browser game, the game window obscures the controls: in game you do a good job of making the controls clear, but on the start screen they are not.
Second, it may be useful to have some set of controls that make it easier to play for folks without mice (like myself). I'm not sure what that'd necessarily look like (if you're limited to just a keyboard, maybe two buttons to rotate clockwise/counterclockwise would work?). Even if I had a mouse, an arrow showing the current direction I am facing would make it a lot easier to aim. I'm not sure how useful a suggestion this is given how little I play these types of games (probably because I don't own a mouse lol), but if you make another one of these in the future it might be something to think about.
Thanks Baguette!! This is very helpful, I will be noting this down
This is a fantastic game! I wanna buy this! It's so good for what it is, very simple, love the upgrading mechanic, love the art! Great work
NOOOO i won but i wasn’t finished!! the game is so good and polished dude this is great :O! keep going with this, it’s very fun!
Thank you so much! I think continuing development would be fun :)