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

Spectral Synergy: Realms EntwinedView game page

Embark on a mystifying journey!
Submitted by TheGardiner, NexGenInsanity — 4 hours, 24 minutes before the deadline
Add to collection

Play game

Spectral Synergy: Realms Entwined's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#323.9183.918
Gameplay - How fun is it to play?#333.6123.612
Graphics - Is the game aesthetically pleasing?#413.8783.878
Overall#453.5103.510
Theme - How well does it incorporate the theme?#772.9802.980
Audio - Does the game have nice sfx and music?#993.1633.163

Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 20 to 1 of 30 · Previous page · First page
Submitted

great game!, amazing graphics although map generation may need a few more rules and conditions to be fully release ready (got a wild amount of useless doors in one room)

Submitted(+1)

What an incredibly well polished entry!

The art, the music, the sound effects… everything came together into a great experience. Plus, the game is incredibly replay-able.

Great work!

Developer

Hi Captain Coder, thank you very much for the praise. We intend to polish the game up a bit more in the near future so keep an eye out

Submitted

Check out my live review at https://www.twitch.tv/scalphamission

Developer

Thank you kindly for streaming the game!

Submitted

Loved the whole idea of powercreep through the potions... found secret item though (wiskey) and a ferret couple of times ;] Duality concept wasn't clear to me until I got message in chat that circle in the bottom left is a meter and not the day/night cycle i thought it is. I guess that big text at the start that scared me had explanation and I just skimmed through it without noticing - if so, my bad!

It was a blast to play through and def will play it again for other endings at a later date.

Developer

Hi NikaKh, I am glad you enjoyed the power creep element. I really wanted to include a sense of power escalation as you moved through the game. 

Your RNG must be amazing if you got three secret items, the chance is 0.1%

I don't think the duality meter is explicitly explained.

The text at the start is just the story, there's no need to comprehend it to enjoy the game. 

Thanks again for playing, and keep an eye open for future updates!

Submitted

Damn.. there goes all my luck for next few years looks like hahaha! 

I will try to keep an eye for the updates then :]

Submitted

i liked the item randomization and the ferret item is cute xD

Developer

Hi gooby, thanks for playing! The random elements are what I enjoyed the most too.

Submitted

I loved this one.  So I found a picture of Garfield smoking a pipe and I laughed when I realized you can equip this as a weapon.  I laughed even harder when the Outlaw used said Garfield to utterly destroy a kobold that had 3 hp by dealing 1712 damage to it.

Garfield may be OP, however, this led me down a path of hubris and a fall befitting a Greek tragedy as I had given the Garfield to the Outlaw who moved second and not the Paladin who always struck first in combat and so we would take at least some damage every battle.  Eventually, the wielder of the Garfield fell in combat and left the under equipped Paladin to weakly trade blows with a Hellion until his demise came for him as well.

Developer

Haha! I am glad you had a fun time playing. Congratulations on finding a secret item, the chance is quite low. 

There are a few other joke items to find, in future there will be a lot more. 

I am sorry that the combat turn calculation is incorrect, I neglected to compare the speed of your own team members. In an ideal world, if the outlaw  had a higher speed stat you would have been able to cheese your way through the entire game!

Host

Fun little roguelike crawler :) It had me playing for a while and I enjoyed it. I do wish I could save progress somehow. Starting from the beginning everytime is rough, but I understand that you only had one week and it's still impressive what you've accomplished. I hope you will develop this further post-jam.

I like the retro looking UI with its pixelated look but there are just a bit too many different font styles. Some really small and almost unreadable (without my reading glasses) and other are really big. I count at least 4 different fonts.

There sure are a lot of potions in the game. I like lots of loot! It wasn't clear if certain potions gave permanent or temporary effect

"Sword of inventory item swapping testing"? haha :)

The UI screen flipping turned out great!

The movement was snappy and worked well. I wish it was possible to play with arrow keys and/or numpad.

The perspective could've been improved a little bit. Because of the small tile size the player can't see parts of the floor and corners on the current tile and that makes orientation a little bit more difficult. This can be solved by increasing tile size in combination with pulling the camera back a little bit or by increasing the FOV slightly.

At first I thought the grainy and desaturated dungeon looked a little odd but after a while it grew on me. It has a mysterious and ominous charm to it.

  • +1 for nice combat mechanics. It would've been even better with some more tactical options but still well done.
  • +1 for elaborate description and backstory on the project page
  • +1 for map although it was very difficult to see where I was on it
Developer

Hi zooperdan, thank you kindly for playing.  My apologies that the font was not  setup adequately. I intend to develop this game post-jam so your feedback is quite welcome. 

I can absolutely adjust the camera settings, I may even make it a user configurable option. The small size of the tiles is largely environmental setting, I find that too many dungeon crawlers have very large tiles and it feels like you are navigating an underground parking garage and not a claustrophobic labyrinth, but that is just personal preference. 

The potions are all permanent, the only temporary buff in the game is the defend ability in combat. 

I'm glad you liked the default sword and the UI effects, the screen transitions were almost cut out as you may know. 
Additional bindings are very easy to implement, so that's going right on the list for the next version.
The combat could indeed use more fleshing out, my intention was to add more spells, elemental damage and buffs. That will happen after I throw out the entire combat system and start again from scratch.

Thanks again for playing, and thanks for your feedback!




Submitted

Great project, so complex! I am amazed you have done it in one week. Good job :)

Developer(+1)

Thank you Yurga, it was an extremely hard week. I am still trying to catch up on sleep at this time. In the 7 days I think I worked around 110 hours or so. Thanks for playing!

Submitted

Hey man, I checked your game :)

  • nice pixel-art title screen
  • great retro interface and movement; although turning left-right being AD and not QE confused me at start, but that's nitpicking.
  • lovely battle, music and actions.. Love the simplicity about it, including graphically.
  • it felt to me that battle should have ended automatically when all monsters are killed, rather having to click "Exit to Dungeon'"?
  • I had to start the game with additional commands to change the rendering driver (opengl3), since my crappy laptop doesn't support vulkan :( Perhaps this is something that can be detected / set internally by godot? I also had this issue on another game, it would be great if these things were done automatically by engine :)

Overall, nice and legit retro dungeon crawling experience :)

Developer

Hi vlzvl, thanks for playing my game. My apologies that the control scheme was not immediately intuitive. 
I considered having the combat exit immediately, but I was torn as some people may wish to read the final combat text.  (I may make it an option in further revisions of the game).
I believe godot 4 uses vulkan by default, I did not realize the hardware support was limited. I will consider adding 'pre launch options' that will hopefully enable users to change the rendering pipeline. 

Submitted

The combat mechanic works really well! You should make this into a proper game!

Developer

Thanks Ypsilon, I think I will!

Submitted

I like the visuals here.

The combat was simple, but intuitive. Seems to me if there is only one enemy, I should not have to pick a target, but so it goes!

Lots of doors. Lots of interesting potions.

A good, solid entry.

All the stars.

Developer

Thank you kindly for playing my game, Grumpy GameDev. I am glad you enjoyed it. The combat system technically supports multiple encounters, but I don't think I ever managed to get a 2v2 during testing. May be a bug.  Not having to pick a target when there's one enemy is a great suggestion, I never even thought of it !

Submitted (1 edit)

Its actually quite fun to roam through the dungeon and pile on a huge amount of items. I didn't really understood what most items were doing, or specifically what item is better than the other but it felt entertaining. Sound and presentation work well for the game. Overall the gameplay loop felt a bit arcade-y but in a good way.

Lots of jokes in the game. :) The fighting is a bit one-dimensional, especially against monsters with more hp. The map didn't seem to work for me in the web version? Or maybe I am just too dumb. :D Overall it is an enjoyable experience.

Developer

Hello Maddie, I am glad that you enjoyed the game and found it humerous. Did you manage to beat it?

Generally speaking, the items don't matter too much, just equip the ones with bigger numbers and chug all the potions. Each level multiplies the stats of the items you find, the worst thing you can do is not equip new  ones and not chug all the potions.

Submitted

Unfortunately no. I tried several times, but in order to progress you need good luck with the seed and have to clean out every level. Otherwise the fights get very hard later on. One time the 2nd level was just a single room with a statue and the ladder. :D

Developer

I am sorry about that map generation bug, I encountered it a few times, but I couldn't work out how to fix it. The game is balanced around clearing every floor yes, so if you get unlucky and end up with a very small floor you are unfortunately doomed.

Submitted

Hehe its fine, I had a fun relaxing time and this is all what counts. =)

Submitted (1 edit)

Great sound design and music. Sprites were also quite nice. Game-play however had few bugs that just made it impossible to win. I was in one fight against a rock golem and when I tried to attack character just wouldn't, enemy was left in 1HP too! After some polishing I think this game can be very good dungeon crawler. Of course it is expected for a jam game to be janky but few bugs I found were game breaking and I had to find a way around it. There are times where after you win a battle game throws you back to battle scene. Only way to get out seems to press wait and then exit.

In the end I would love to see this game polished and even released in steam! Keep up the work!

Developer(+1)

Thanks for playing, I am very sorry you encountered some bugs that I didn't even find! 

So far, I think I will polish the game and publish it. But first I will throw out a lot of the buggy systems and start from scratch.
There were quite a few features that never made it, such as characters getting new spells and a dimensional shifting system.

Submitted

I like the procedural dungeon a lot. It had a good claustrophobic feel and interesting geometry. I felt the treasure to monster ratio was around 10:1 at the beginning which was funny but not a problem at all. The humor was great although the font was a bits small.

Developer

Hi Dave thanks for playing, I am sorry about the font visiblity, did you try playing in full screen mode?
I enjoyed making the procedural elements of the game the most, but towards the end I was fighting the code more often than adding features.

Submitted

I had a good time with this! With games with a lot of loot like this one, it's easy for me to get fatigued with how much decision-making you're always making, but it didn't happen with this one (maybe because it was a lot of yes/no choices on potions? I'm not sure), so good job!

The blue attribute text was a bit hard to read on the character profiles, and I'm not exactly sure what the speed stat did (my paladin had considerably lower speed, but he seemed to always go first? Maybe I was missing something). I was also able to have the characters attack multiple times on their turn if I menued fast enough. Fun game!

Developer

Thanks for playing Kevin!


The blue text was on my list, but unfortunately I didn't get to it in time. Generally speaking you can just chug all of the potions you pickup and the result is an overall net gain in stats. I added some additional functionality to facilitate this, you can just spam click the use on button.

The speed calculation does determine who goes first, but if I recall correctly it only determines the order between you and the enemies, not your own team. 

I am aware of the player being able to attack multiple times if they are fast enough, let's call it a 'feature' to reward fast clicks ;P

Did you manage to beat the game? So far I am only aware of three people who have managed to defeat the end boss.

Submitted

Great music and a compelling visual style. Pretty feature complete with a variety of items and equipment included, as well as some polish with screen effects & shaders.

I think the dithering might be a tad strong as it is hard to see things more than a few spaces away. I think the procedural map generation needed some more time in the oven, but that's game jams!

Strong entry overall, well done! :)

Developer(+1)

Thanks for playing, I understand that the dithering decreases the visibility. Rest assured that is intentional.
The procgen is very buggy, yes. In some rare instances the player started outside the map! 
I was just tacking features on to the procgen as I added them.

If the response to the game is overall good, I think I will rewrite it. 

Submitted

Wow I really like the aesthetic style in this that dithering is indeed very well done, and interesting looking UI.

I'm surprised at how nicely the random dungeon generation is, but yeah there's a lot of series of "door into door into door".

I do wish during battle items would tell me what they specifically did since it's a bit hard to remember or figure out what some potions are supposed to do.


Developer

Hi Xpost, thanks for playing my game. The more useful potions are named 'Healing potion of' and 'Mana potion of' respectively,  the rest you can just chug from the inventory screen. 
I enjoy opening doors a lot so I made sure there were lots to open, thanks!

Submitted(+1)

Artwork and dithering looks great, but all the different pixel sizes of the UI look bad together.

Music and SFX pretty good, a bit harsh on the chiptune squarewave.

The procedurally generated dungeon is cool, but I couldn't find my ladder.

Developer

Hi vallian, thanks for playing. Each level is guaranteed to have a ladder, If you can't find it for some reason it is the red square on the minimap and always appears near the top left. 

Submitted(+1)

This is a very complex game in such limited time. Visuals are very good, I like the dithering. Random generation works fine expect some minor bug (like series of doors in the edge of big halls). I think a simpler music would be better.

Developer

Hi Laster, thanks for playing my game. I do apologize for the music, I had to make it at the last minute, since our sound guy ghosted. 

Viewing comments 20 to 1 of 30 · Previous page · First page