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A jam submission

TormentisView game page

Build your own dungeon and raid other players' dungeons!
Submitted by 4 Hands Games (@TormentisGame) — 8 days, 3 hours before the deadline
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Tormentis's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#24.2504.250
Controls / UI#24.2504.250
Art / Graphics#24.2504.250
Sound/Music#33.7503.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit)

Time for a more complete feedback!
First a disclaimer: I'm not a big arpg player, and I have no experience playing diablo-like games. This isn't the kind of game I would usually play.

The first thing I noted concerning about this game was the lack of ability to remap the controls, which was quite problematic in my case as I use an azerty keyboard and arrows aren't an option either. So in the end, I played with my mouse. It was better than I expected, my only complain would be that sometimes the character would use their basic attack rather while I wanted them to move.

My character was a female ranger whose hair had the power to go trough her hat until I saw the "not display hat" option. It was probably a terrible choice, as I never received any bow as loot in any of my run. The "bear trap" ability of the ranger was quite a puzzle for me, as you can directly stun enemies by right-clicking them, even through walls, there is no need to set up your trap. I would suggest to change the flavour of this ability (may be a stun spell?) as it isn't how one would imagine a trap would work.

I'm not sure I'm well placed to comment over the gameplay, as I said it isn't my type of game. The game seems more on the easy side as I first-tried all the dungeon. Game mechanics were nicely progressively introduced. The enemies' IA seemed good at its job. I had the feeling the gameplay was quickly repetitive, but I assume it is something inherent to the diablo-like genre. I looked a bit at the dungeon generator; it reminds me a bit of the customisation of vehicles and buildings in Spore. I imagine it can be a fun distraction between two dungeon runs.

The art style is quite good. I'm not a big fan of the low-poly style in general, but I must recognise it fits really well this game. One thing that could improve it would be to give dungeons and enemies different and distinct flavour theme, like fire, ice, etc. I saw there is actually two different flavour theme in the dungeon creator, but they feel very similar. I guess it is already in your todo-list.

The few existing musics are nice, but I wish there was more for during the dungeon. The transition from the main music who is quite energetic to the ones of the sub-menus who are way more calm feels also a bit weird.

PS:
While searching for controls options, I found instead a language option. I switched off to French for a moment, and I quickly switched back to English, as the translation need way more work. I assume it is machine-translated, as no French speaker will ever translate Hero to Héro without the 's' or Salvage to Sauvetage in a crafting context. I also saw special characters being coloured in black rather than white, texts still in English and texts that went outside of their associated space. I still appreciated the effort to reach a more international audience (I didn't penalise the game's score for the translation's shortcomings).

Submitted(+1)

Jam Host(+1)

Hello there! Welcome to Feedback Quest RPGs! My name's Hythrain, and I'm one of the streamer's for Feedback Quest and also a host for mini events like this. I'm writing this feedback after having played your game live. People are watching and judging me for how slow this is taking. Please send help. When I have the VOD up, I can send you a link if you like!

So I remember playing this before and loving the Diablo 2 esque gameplay with short dungeons. However, for the life of me I couldn't remember anything I experienced or said last time. If anything feels like a repeat, my apologies.

I had a lot of fun with this and just running around to get anything. In fact, I was naturally getting three stars. It wasn't until I didn't get 3 stars that I took notice at all, which was five levels in. To me, this felt like something that needed to pop out more. I'd recommend taking a page out of various Final Fantasy mobile gacha games and adding something to clearly display your ranking each level. In fact, I realize that this game could actually work very well in mobile if you wanted. You could have set missions that list what you need to do for each star ranking and design everything to make it very clear to people. The dungeons aspect gives it that ability to be mobile, giving pockets of gameplay.

I can't recall if there were multiple classes last time. I think it was just the sword guy, but I could be wrong. In any case, I played mage. This is where any comments from here will come from.

One thing I loved was having an array of spells that work in slightly different ways. Most of the time. There was one time where I disliked it: when I was chaining the primary attack and then trying to cast via 2, 3 or 4 in the middle. While chaining, you can't interrupt the chain for one of these heavier spells. I would suggest putting this in. You can even keep the attack cooldown animation and just have it trigger the moment the chain animation ends. Just allow for this ability for dynamic gameplay. Keyboard presses should always dominate over mouse.

Besides this and one other issue, I had no troubles with mage gameplay. That other issue was in regards to the quick dodge. I noticed that the camera is very jumpy during this. Because of this, I never felt like I could tell if the quick dodge was an actual "quick" dodge. If you could get the camera to go smooth for it, it'll be a lot easier to tell the effectiveness of the quick dodge.

That covers the gameplay stuff. I still had a lot of fun that not even the spiders got to me! :D

That leaves art, music and sound. Well, art wise it's all great! I love it! No issues there! Sound was also really good! I only wished there was some ambiance sound or music for gameplay. If you had killed all the enemies on a path and were backtracking, it felt very quiet.

To wrap this up? 10/10 would play it on mobile as well

Submitted(+1)

Awesome game! I just wish the first enemies didn't have so much health. I would rather fight lots of puny enemies than a few tough ones. And also maybe add some mechanics to them like a charge attack that you can dodge or they occasionally dodge? Just so we do more than just spam attacks.

Developer(+1)

Thanks for your feedback. Elite and boss monsters have special attacks where you see the affected area on the ground.  We'll adjust the common monsters as well in the next weeks.