It's a good game that fits the theme of the gamejam. I like the pixel effects of the elemental attacks and the gameplay of turn-based combat is done quite well.
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Triwizard Trials's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of Theme | #6 | 4.143 | 4.143 |
Itch Page | #9 | 3.333 | 3.333 |
2D Art | #11 | 3.333 | 3.333 |
Original Audio | #13 | 3.286 | 3.286 |
User Interface | #15 | 3.190 | 3.190 |
Use of Audio | #19 | 3.095 | 3.095 |
Overall | #25 | 3.190 | 3.190 |
Art Direction | #26 | 3.143 | 3.143 |
Game Design | #27 | 3.000 | 3.000 |
Techincal Accomplishment | #27 | 2.714 | 2.714 |
Commercial Viability | #29 | 2.762 | 2.762 |
3D Art | #32 | 1.524 | 1.524 |
Fun | #40 | 2.762 | 2.762 |
Level Design | #41 | 2.381 | 2.381 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Number in team
3
Does your game include art/sound packs or pre-prepared code?
Please provide a link to a 30 seconds gameplay video of your game
https://youtu.be/5v9Bk_OA6h4
Comments
Cool entry and definitely hits the theme, glad to see more pixel art as well! I was able to just spam 'all attack' and win so would be interesting to have more wizard/beast types and decision making but I appreciate it's a game jam and that's a lot to ask in a week. I like how you used all the attack and environment effects as well since they came out really smooth. Thanks, it was a fun play!
Thanks for playing and giving us some feedback too. Definitely got to work on that all attack! Lol I think you're right, it would be cool to vary the attack types and add extra enemies. We had loads of fun playing your game and loved your artwork too. I hope you work on your game more so we can see it develop further. I'm looking forward to going back to it once the jam is over. Thanks again!
I seeing well established mechanics (RPG rock-paper-scissors) applied to the jam's theme! The ability to see all the enemy types ahead makes the decisions meaningful and fun. I would have liked to see the wizard's stats to help decide what wizard I want in the final fight. The last boss is a beast and its intimidating seeing all that magic fly at your very last character!
Thank you for playing. I am glad you saw what we were gong for. It was a suggestion from the comments here to add a bit more of an idea of where you are in the game. I was really grateful for that insight. I agree about understanding each wizards stats. As it is each wizard gets a 5 point buff in max damage against any enemy of a different elemental type and a 5 point reduction in max damage taken from their own type.. The damage is always random between either 1 and 5 or 1 and 10. Healing is always random between 1 and 10, which gives healing a slight edge and helps the player out. For example a lightening Wizard vs a Lightening Beast has a chance to out heal their enemy. Thanks again for your feedback. I will work on providing a clear way of explaining all this to the playing in a visually interesting way.
Fire wizard for the win, the first time I played through this I took the lightning wizard into the last 2 rounds and not sure if I was incredibly unlucky but I couldn't beat the lightning boss, once I started to get low I tried to heal but only got healed for 1 ;-;
Then using the fire wizard I blasted through the last 2 rounds, I really loved the art of this game, the creatures and attacks where really nice to look at!
Really enjoyed playing! Loved the visual effects of the various attacks, and the Almighty Monster's combo attacks felt very cool with all the elements together ;) I left behind the fire wizard, then the ice wizard, and was left with the lightning wizard for the last two fights. As others have said, it's really nice to play this style of turn-based combat game, and has got me thinking I'd like to have a go at making something like this in another jam! Nice job :D
I've been putting off playing this game (wrongly), due to the unreasonable general dislike of mine of these CRPG fighting systems. But boy I started to play this and it awoke some hidden nostalgy in me from when I used to play old Final Fantasy games as a kid and now I want to play more turn-based CRPG games. Well done for this submission, it did have in impact on me!!
That's awesome! I am so glad we managed to stir something in you. Weirdly I felt pretty much the same way as you going into this project. I only really love FTL and Slay the Spire for turn based games and I never had Pokémon or Final Fantasy as a kid. There was just a kind of vague nostalgia based memory of playing this kind of game at some point, or maybe even just wanting to. So I figured we'd make our own! Really pleased with how it turned out. Our sound designer knocked it out of the park and I think the polished version, (currently the WebGL version on the page) is playing really well. We re-balanced the enemies and made sure you could actually get to the resurrection scene, if a wizard died. The mini map was a suggestion from the comments! Great idea. Thankyou so much for taking the time to play it and letting us know what you thought of it. It is honestly the best bit of the whole process getting feedback and making changes.
The art of this game was really pleasing to me, and the music loop in the background really hyped me out throughout the game! I sort of wish that there was a change in music for the final boss, to set in the stakes of the situation, but I know that when you only have so much time to work that you're sort of limited in what you can add.
I think that I found a glitch while playing, as well. Like another person mentioned, I was able to spam the "all attack" option even when the enemies were attacking, letting me sweep through battles. I ended up losing to the Almighty Beast, though. For some reason, the game then sent me back to the first enemy I fought with all my wizards. When I progressed past that one, it let me take two wizards to the final fight, instead of one.
I decided to take my fire wizard and lightning wizard, and not only could I spam the all attack, but for some reason neither of my wizards took any damage throughout the fight. Because of this, I wound up beating the final boss easily.
Overall, this game was a blast, and I enjoyed it! Good job!
Thanks for all your feedback. Its really useful to get so much detail about peoples experiences with the game. I am going to look into the issues with the scene progression and spamming All Attack. Also the damage issues on the final boss. I would love to have more music in the game and I saw a little video from the Owl game people about their use of FMOD to control music based on game states. Looked amazing. Definitely check out their submission. Like you said I ran out of time to make more music this time around but I will add more in the future. Themed music for each fight would be great! Thanks again for taking the time to play and let us know how it went for you. We really appreciate all the feedback we get. It means a lot to us.
Nice use of the theme, i would of liked some indication of the enemy i'm fighting next so i could decide better who is best to leave behind. Very nice idea and overall good execution, good work!
Really cool use of the theme! The game reminds me of the Pokémon games but with a 3v1 twist. Nice Job!
Great take on the theme ! Thinking who to left behind is interesting :D The music is great too ! There is a bug in the webGL version that the enemy turn doesn't end :/ Other than that it would be cool if there were more types of attacks like ultimate attacks or critic chance attack etc. Overall i had fun with this one well done.
Note: I remember you from the brackeys rewind jam :D keep up the good work !
Oh cool! Which game did you make for Brackeys rewind jam? I might well have played yours too. Thanks for playing and giving us some feedback. I agree about the special attack, that is a really good idea. Definitely got some bugs to fix around the turn system. Got really complex when I added the choosing of wizards to the death system! lol Thanks for the encouragement. We are loving making games and getting feedback like this is invaluable. We couldn't get better without it!
I love that I have to chose to lose someone and I think this has a lot of cool ideas and I can't wait to see more.
I liked the use of the theme with this one. Having to make better choices on who to leave behind was interesting. I kept on getting a bug which did not let me take a new move. It got stuck on the screen where damage was reported and I would have to start over. This was the webgl version. Nice job apart from that
Thanks for playing. I really liked your last GJL submission so I am looking forward to checking out your new one! Thanks for the feedback. I think it is a problem with the isDead / isChosen mechanic. I will do my best to fix it during the polish phase. It is cool you liked the strategy game vibe. It was a bit ambitious as we only really have a couple of days few this week to work on it but we are really happy with the results! I will make sure I update the exe as well as the web version. Thanks for letting me know which version you played. That is really helpful.
Fun game which involves quite a bit of strategy which I liked. Kept dying a few times but eventually got the hang of it. Lovely use of the theme having to leave behind a wizard which helps storywise as there are elemental beasts which needs to be kept watch of which also doubles as making the level harder as you progress which led to me trying harder to win.
I am so glad you liked it. That is exactly right about having to leave a wizard behind to keep an eye on the fallen elemental beast! Feedback from our producer was to make it easier to get started but harder to win. I think there is still room for balance fixes but I am happy to hear you wanted to play again! Thanks so much for all your comments. They really help us to improve and make better games in the future.
I'm not sure if this should be a turn-based game but I keep spamming the "All Attack" and "All Heal" but I love the game because you have to strategize which creature should I bring till the end. The sound effects are really nice and it matches the attack type of the creature. The creatures also look scary but cute :D Good job and would like to see more development in this game such as selecting type of creatures first (max of 3) then progress through the level. Would also be cool if I can see which type of monster I will face on the next level to strategize what will be left behind. Last thing is the tutorial message, I think it got me confused more than it helped me. But at least I got what it means during the gameplay.
Thanks so much for playing and for all the detailed feedback. The all attack and all heal do need to be fixed you are right. They were sort of dev/debugging tools but our producer said we should keep them... as long as they couldn't be spammed! lol Whoops! I am glad you liked the creatures. I think it would be fun to work on this game more and extend things. I was thinking of making an overworld where you could fight smaller groups of enemies and then having the fights that are there at the moment as bosses. I will definitely work on the tutorial too. Any suggestions of what kind of thing would make it clearer?
For the game itself, probably you can combine tutorial with game play. For example in the first boss, you can have the ALL ATTACK option to be highlighted and then you can add on the next turn that if your wizards are damaged, you can use heal (highlight ALL HEAL this time) and so on. I was taught during my previous game jams that only few reads text tutorials and I am one of them hahahaha. Probably for the Tutorial text that you have, you might need proper word choices/small visuals to aid the player.
"Leave one wizard behind to guard you advance after each fight"
What is this advance or wizard? Is this the team itself, the level, the beast? If a small visual is added like for example the three beasts that you have then I can say, "Ohhh so it is my team to be protected". I hope this makes sense :D
Oh and another thing, would be cooler if there is an idle animation for each beasts :P
That is great. Thank you. I will try and make that all happen. I like the idea of a visual tutorials like maybe a bar at the bottom with a mini map vibe. Each boss and space in between. Then the wizard you leave appearing to guard your team's back. Also a gameplay based tutorial makes sense. Thank you for taking the time to give me such good feedback. I makes a big difference. Should make polishing it easier! I'll add it all to the list of bugs and changes!!! lol
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