I had fun playing this. It had a nice sense of progression, and the different ways of interacting with enemies added a nice bit of complexity to a battle system that might have felt a bit sparse otherwise. I chose to go for glory, but I ended up beating the boss too so I suppose I managed to achieve both goals. Certainly one of the more fun interpretations of the theme. Great work!
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The Tatterdemalion Temple's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme - How well does it incorporate the theme? | #34 | 3.579 | 3.579 |
Overall | #53 | 3.432 | 3.432 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #55 | 3.684 | 3.684 |
Gameplay - How fun is it to play? | #56 | 3.368 | 3.368 |
Audio - Does the game have nice sfx and music? | #90 | 3.211 | 3.211 |
Graphics - Is the game aesthetically pleasing? | #111 | 3.316 | 3.316 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I've barely completed my quest for glory, dealing a final blow on an enemy while having almost no life left in me. It was a fun playthrough, though it took me about 4 tries to actually succeed. I would like a faster and more responsive movement and more feedback from my actions. I liked how you've bind actions to 1 and 2, it was very thoughtful and easy to get used to.
Overall if you add more stuff to the game it can be an interesting "dive the dungeon for a goal" crawler.
On my path to glory I charmed my way through countless puppies, gnomes, and floating balls of steels. I guess they were too stunned by me irresistible personality, to even think about fighting back. :D
The game was pretty fun and looks quite well. I got a bit lost, but there were enough monsters to fulfill my quest, so it was fine. The music is very engaging and pretty fitting. Overall a nice entry with a good quality. I enjoyed playing it! :)
really cool concept, im glad i can choose my own back story! its a pretty cool inclusion which could be used as a basis to do some cool stuff! the charm/ bribery mechanic was really interesting ( although it never worked for me hehe) the graphics are also pretty good! well done!
Committed bribery, feels good.
Wish there was more but it was pretty solid for the jam. Great job!
Hey, I played your game :D
- I liked that you made builds for OSX and Linux, I liked when people provide additional stuff other than Windows and Browser :D Although, I would had liked more if you offered a Windows binary as well :)
- I loved that title screen and the choice you give :) I am all about "find and killing the boss"
- I liked the UI generally, quite retro and fell in love with your navigation pad, not many people are even coding that. You get 5/5 for the retro vibes :) Lovely music as well!
- I liked moving the dungeon and being presented with these very classical events
- great perspective of dungeon, walls, floor and ceilings all perfectly arranged to give the classical view of a retro dungeon crawler!
- nice battle mechanics but would had liked more if you had some effects on attacks; something to feel that I am hitting that dog brute or feel their hits too :D
- loved the additional actions like "Bribe" and "Charm", mane, how much classical can this be, loved it!
- I liked that you found the time to put these scattered boxes for us to pick up, yet another retro point for this lovely game.
- its so nice that you spent time for making up these retro-looking wall / floor textures and didn't settled for something more realistic. They're quite a match! I would love it more if you do the same with ceiling though :D
Overall, it feels quite classical and traditional, which is something I love and practicing for like decades now <3. A 5/5 game, kudos!
I'm rich.
I like this take on the theme with always 2 options, the choice between two quests being obviously the most cool choice. I would have preferred faster movement although it's certainly no big deal in this game, but I quite enjoyed the different resource management aspect.
Well done.
Liked that the game has leveling up, by the end the enemies die much faster. But I earned more than 100 gold and could not understand where the ending was :)
Hi, thanks for taking the time to play! The first decision is choosing a reason for entering - revenge or glory. Revenge: Kill/persuade the Boss. Glory: Kill/persuade 20 monsters and have 100 gold. The ending triggers as soon as the conditions are met. Thanks again for taking the time to play, rate, and comment!
I enjoyed playing the game. It's simple and straight to the point. It has a good sense of progression with the content of the chests and I don't know if it is luck or designed like that but I got health just when I needed it the most😊.
The forced turn when entering combat can feel disorientating but other than that, I really had a great time.
A great coffee break game !
Thanks! The health boost was completely luck. The chest options are an array: ['gold' , 'sword', 'shield', 'm_attack', 'm_def', 'cha', 'hp', 'hp', 'mp', 'mp'] and you get one of those at random, so a slightly higher change of replenishing your magic or health.
I agree with the forced turn being a bit weird. But a dude walks up to you - you not going to fight (or talk lol)!? I think if i could slew the view a bit, like in Land of Lore or some of the more modern fully-3D games like Grimrock, it would help. Right now everything is pre-rendered, but I'm playing with some ideas to mimick a 3D rotation animation to give a bit better visual cue to the player.
Anyway, thanks for taking the time to try it out, much appreciated :)
I loved this! It's very simple and easy to understand, and the feeling of progression when you open chests is great. The visual style is all over the place but it's part of the charm. Also, pugs and garden gnomes are very original choices for enemies 😁 Great job!
Probably the only pugs and gnomes you'll fight this jam. Thanks for playing! Here's a bunch of pug memes and puns: https://thesmartcanine.com/pug-jokes/
Really enjoyed playing this, no nonsense hack-and-slash with nice artwork. Love the weird perspective tricks. Nice use of twin command options in keeping with Duality theme. Only minor complaint is that I was getting a bit lost towards the end trying to find the few remaining minions.
Very slick implementation (I played the Linux version). I'd not heard of the DragonRuby engine before, but it looks impressive!
Sometimes you just want a game you can mindlessly wander through a dungeon and stomp on your enemies!
Other times you want a game you can mindlessly wander through a dungeon and talk them to death!
This game gives you both of those options!
Great entry. A few finicky things:
- forcing the camera to snap to an enemy made me get turned around.
- Input response time seemed to be slightly delayed.
Very much enjoyed this game! Great job!
Hi there! Thanks for taking the time to play this entry! Hopefully this is a ~5 maybe ~10 minute game.
The basic story is that you're entering a jungle temple that has become a bit overrun with bad guys.
In keeping with the duality theme, everything you interact with will give you two options.
There is a 'physical' attack/defense and a 'magic' attack/defense. If you choose to attack with 'sword' you'll get a random damage amount out of your sword array and you will defend with a random amount against the monster's attack with your shield array. (Viewable in the pause/escape menu). Likewise, you can attack / defend with your magic arrays, at the cost of magic.
There's also the option to talk to the monsters and either bribe (costs gold) or charm (uses your charisma).
There are two endings depending on your reason for entering. You can lose by running out of Health.
Good luck, and thanks for delving The Tatterdemalion Temple!
PS: I finally got the windows executable to build (needed a smaller icon), and I will add that to the game page after the judging period (uploads currently disabled).
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