Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

TergesaView game page

3D Action Combat with Magic and Melee
Submitted by Josiah Marchand, Duna (@dunadunat), Yawadwipa Studio, SuperThevenin (@superthevenin) — 16 hours, 26 minutes before the deadline
Add to collection

Play game

Tergesa's itch.io page

Results

CriteriaRankScore*Raw Score
USE OF THEME#773.2423.400
ART / VISUALS#1073.5283.700
BOSS DESIGN#1312.9563.100
SOUNDS / MUSIC#1582.8603.000
Overall#1692.8292.967
FUN#2502.1932.300
CONTROLS#2552.1932.300

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game's take on the theme
The player uses their magic to "exchange" places with objects

Did your team create the vast majority of art and music during the game jam?
Yes

Did your game use PlusMusic?
No

Did your game use Playroom?
No

Did your game use generative AI art?
Yes, but only for some of the UI elements.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

The boss beat me every time I tried to approach him. I thought I needed to hit him and change places with the stones, but it didn’t work. I suppose there was some way, but I still didn’t understand. The visual style is good

Submitted

I like the game's concept, but I think the controls and hitbox really makes this game a bit jarring for me. I like swapping places with blocks to stun the boss, but when I try to hit afterwards, it will either end up with me not touching the boss or me touching the boss but losing a lot of HP in the process. Also, I think putting the attack button on right click in a game that doesn't use the mouse to control the character is weird. There is also the camera that made me weird after while with its unpredictable movements.

On the other hand, the game looks quite nice and I like the animations

Developer

Hello and thanks for trying out the game! And yes, we noticed a lot of the issues that you mentioned. It's funny, because there was a build that had some fixes for the hitbox problems, but the changes got eaten by Github and we didn't notice until after the submission deadline. And yeah, we went back and forth about the attack button placement. After the jam, we plan on giving the game a final pass, and we will try out some different control schemes. 

I'm glad to hear that you like the visuals! Yawadwipa Studio came in during the last week to work on the 3D modeling and animation and really saved our butts! I'm sure that they will be glad to see that all their hard work paid off. 

Submitted

The menu and boss presentations are really professional. The art style is unique and I think has great potential. The main mechanic  is a little bit underwhelming maybe because the boss is too spongy, if the exchange with the players did more damage, and maybe with a little more VFXs I think It would be more satisfying for the player. I can see this getting really good with a little bit more polish. Good luck!!

Developer

Thanks for trying out the game! We had some of the same thoughts about the VFX and the "feel" of the combat. The VFX was something that we got working and then put on the backburner while we got everything else playable. Goes to show how the game jam scramble can affect a game. That will definitely be something we look at in the future. And we went back and forth about how best to balance the combat, too. In one build, we had the player doing more damage, but they also had less health. This made the player die much faster, though, so we decided to revert the changes. I think we will revisit those values when we take our post-jam pass at the game.

I'm very glad to hear that you like the look of the game. Yawadwipa Studio came in late in development to work on all the 3D assets and really saved our butts! And Genkics created all the UI and menu art, on top of doing much of the coding and in-engine work. I'm sure that both of them will be glad to hear that all of their hard work paid off!

Submitted

The game looks nice, I think just increasing the player attack range would help with the controls so you dont need to be so close to the boss to attack, the fruits really helped me win the game great addition, good job!

Developer(+1)

Thanks for trying out our game! And yeah, we noticed some of the same issues with the player's attacks. That will be one of the things that we look at in our post-jam update. And I'm glad to hear that you like the fruit! That was something that we added very late in development, so I'm glad to hear that the last-minute scramble to get that in there was worth it!

Submitted

Liked the mechanic of switching places, was fun. Boss fight was too hard for me lol, I died a lot. But I was using a small laptop with a not very responsive touchpad, I imagine the controls are much better on a mouse and nice keyboard 

Developer(+1)

Thanks for trying out our game! And yeah, I had the same thought when trying out the game on my laptop, so it's not just you. That being said, the difficulty will definitely be the first thing that we look at in our post-jam update. 

Your comment makes me think of something, too. In the early stages of development, we thought about adding controller support. I don't know that we will get it in there, but that would be a good way for folks that are playing on laptops to better control the game. Maybe that's something we consider for the next game jam.

Submitted

Agree with the comment below, the game looks wonderful, but the controls weren't precise enough for exchanging places with the pillars, and attacking, while running from the boss.

Developer

Thanks for trying out our game! And I agree, the controls and the "feel" of the combat are the first thing that need to be looked at when we give the game our post-jam update. We went back and forth on how the controls should work, and I agree that a second look will do the game some good.

Also, I'm very glad to hear that you like the look of the game. Yawadwipa Studio came in late in development to work on all the 3D assets and really saved our butts! And Genkics created all the UI and menu art, on top of doing much of the coding and in-engine work. I'm sure that both of them will be glad to hear that all of their hard work paid off!

Submitted

The visuals and ideas were nice but the execution seemed lacking. Never felt like there was enough time to stun him with the pillar switch then run in there to do enough damage before the shield pops up and damages you. Maybe drop the shield and just give him a telegraphed spin attack or something! Really good effort though :)  

Developer

Thanks for trying out our game! You know it's funny, we had a very similar idea about how the boss would attack the player after being stunned earlier in development, but we had some "staffing issues" that made us scramble to do most of our 3D animation and modeling in the last week of the jam. For this reason, I can't give enough praise to Yawadwipa Studio for the amazing 3D work that they did for us in such a short amount of time! That being said, we will look at adding an attack animation for the boss in our post-jam update.