Play game
Temple of Evil Elementals's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall (Fun and Playability) | #10 | 3.857 | 3.857 |
| Audio | #13 | 3.571 | 3.571 |
| Visuals | #20 | 3.821 | 3.821 |
| Creativity / Innovation | #23 | 3.393 | 3.393 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How was the theme(s) implemented?
Enemies have elemental weaknesses and resistances based on the elemental rock-paper-scissors trope.
Where did the assets come from?
Homemade graphics
Most Graphics were created by the team during the jam
Home-brew audio
Most Audio was created by the team during the jam
External graphics
Some graphics assets were downloaded or made prior to the jam
External audio
Some audio assets were downloaded or made prior to the jam
Leave a comment
Log in with itch.io to leave a comment.








Comments
I had loads of fun with this one! And well done on making random encounters not feel boring. Having quick combat and snappy movement and clean interactions really helped. Well done, others should take a note from this if they want to use random encounters on the map.
Nice use of all classic DC elements, nice use of the dice roll mechanics for dialogue, theme was clearly implemented and in a nice smart way. Very well done!
You have submitted an absolutely perfect dungeon crawler to this jam! I loved every moment of it and it never felt like I was just ready for it to be finished. The perfect length, had all of the common tropes. Just perfect!
Thank you so much for submitting this!
You can find my playthrough here: https://youtu.be/BdQz6Mh-Hvw
Thanks for the video playthrough and the kind words!
I really enjoyed this game! From the very first character selection screen all the way to the ending, it was fun and engaging to play.
The music is lovely and incredibly catchy. I still find myself humming the main tune even after finishing the game :)
The art is super clean and consistent, everything fits together beautifully in a cohesive style. I especially loved the moment at the beginning where the tree subtly blocks the moon when you look at the temple, such a nice touch. Each area has its own distinct vibe, with sound effects that perfectly match the environment. The water zone feels fresh and light, while the earth zone has that satisfying rolling-stone ambience in the background. Overall, I really enjoyed the visuals.
The difficulty felt intentionally adjusted, probably to make the game more accessible. At one point, my character lost all HP, but right after the fight it started regenerating automatically. This made the experience much smoother, letting me continue without restarting and I’m sure it helped prevent some players from dropping the game. For a full release, I’d personally love to see a higher difficulty, but for a game jam, this balance feels just right.
The dizzy mechanic was fun x) I only fully understood how it worked the third time I encountered it, which actually made it more memorable.
Overall, this is a very strong and enjoyable submission. Thanks for the game!
I convinced the prismatic orb to change its existence, which was awesome.
It was pretty fun, I love that the game has a bit of everything including party mechanics, character customisation, hazards and character checks with meaningful consequences, having a small chance to deal with the final boss through negotiation is always great. Movement's perfect, combat makes good use of the elemental thing and doesn't waste your time, it's a micro yet full realised RPG experience.
Thanks for sharing!
Really enjoyed the art style of this game but found the random encounter rate to be a little too high for me. Solid entry though that really feels like a proper dungeon crawler.
Nice little crawler. I liked it for the most part, though the random encounters in the larger map (earth) got a bit annoying in combination with the spinners lol.
I think the difficulty was quite nice for a jam game but perhaps the xp level up system was missing a bit. I found myself mostly putting everything into health because of how specials had to be re-selected every time during fights and had no hotkey that i could find.
Over all though a good game!
Play-through:
Thanks for the video! It definitely highlights a lot of UX pain points. Almost sorry about the overuse of spinners!
The mechanics were good, but thought the graphics were really nice. Fun overall.
That was a nice game, not too long but not too quick either. Just enough to get used to the fight mecanic and enjoy it. I felt really surprised the first time I got "dizzy" XD then I just started walking backward/frontward depending on my "diziness" and all was good. The combat balance was a bit too much in our favor but that makes it less headachy than other games where it feels impossible to make progress.
I enjoyed playing this game and dispite its simplicity I can't think of many things to make it "better" :D
Thanks! I decided to err on making the combat less punishing because it was a game jam and I had an earlier build where even I was getting frustrated at how many times I was dying. It definitely takes something away from the feeling of going from super weak to powerful later on though.
This was a lovely game, and the perfect length for a jam game in my opinion.
I went for the water mage as I'm always drawn to leeching / healing mechanics and wasn't dissapointed. It was probably a bit overpowered if anything. Regardless, it was an enjoyable platstyle and meant I actually engaged from the start with the elemental RPS. Infact I actually backtracked to avoid the air stone initially as I was weak to it, so the manner in which everything was communicated was clear.
The visuals and sounds are all excellent, nicely consistent throughout. Really now that i'm thinking about it, I haven't really anything to critique. Perhaps some additional stats to choose between HP and MP might have created some build variety? But I think i'm grapsing here!
The spinners were nicely implementated, gettting the feel right is a nightmare and you nailed them.
A very enjoyable game, thank you.
More stats definitely would have been nice. As it was, I think hps were the only thing really worth investing in which is kinda boring once you realize it.
It was a nice experience. Idid pick weakness against wind and went to that area first, so I had some trouble clearing that one. I had to steer towards the other element before returning. I never really used the elemental abilities though, I just meleed myselfe through everything. It would be nice it the attacks were a bit snappier, so you dont have to wait for the animations to complete. It is way better than some other games though which makes you wait forever...
Thanks for the feedback! I need to figure out a better way to do all the animation sequencing so that I can have an option to reduce turn time. There's a bit of spaghetti in the code around that at the moment.
This was so good! I felt genuine fear when a combat started when I was standing on spikes. Each level felt very different, there was a little bit of strategy but the strategy of picking the order in which to go for each elemental was very solid. The duration was perfect, very satisfying, and the game feel was just fun. I loved seeing the waterfalls and the flying blocks, they really made the elemental dungeons feel better. As for me either gaining magic from an enemy or bending them to my will that was a fantastic mechanic! I had a pretty large party by the end.
I think I was able to double attack with spamming clicks.
The end fight was me rolling well so I could nope out of it, I rolled very well this game which honestly I'm happy about.
My absolute favorite part was the spinners. In the past I've never incorporated spinners in a game with a map because I couldn't figure out how to make them work but this game did it perfectly. I might have to steal that mechanic.
I just checked and you can definitely spam attacks with double clicks. I'll fix that one for future builds, thanks!
cool! love how browser friendly it is and how it incorporates timing based platforming with the spikes. nice jpb
Great game with some really nice touches. Love the spike traps and rotating blocks in the air section, and the way the fireballs light up the dungeon walls is magic! Game has an arcade feel despite being turn based. Only niggle is that it crashed at the first text screen first time I ran it; after that it ran fine (I played the web version, in Firefox).
Thanks for the heads up, I'll have to debug that and see what I did that's causing it to crash. I'm glad it happened at the start rather than then end I guess!
Loved the pixel art visuals! Especially liked the spike traps and fireballs. The dizzy effect got me stuck for a little at first, until I realized it was spinning me around. Overall I enjoyed my time with it, great work!
Clean visuals. And quick combat. I tried to harness my inner Aang haha.
Wow what a start! This is the first game i played in this year's jam and it is was really fun to play. The pixel art graphics looks nince. I especially like the character portraits. Different areas look distinct with different textures, it creates a nice ambience. Enemies don't look to creative but still nice.
I managed to beat the game. I think the difficulty is well balanced. I died a few times but respawn button spawned me at the area enterance. It think this is a very good touch, you don't have to start over the game every time you die. That would be very frustrating.
The theme elemental rock&paper&scissors is incorporated into the game very well. I don't understand how the dizzy effect works. Is it like a spinner? But it doesn't exactly work like that. I totally loved the dice rolling sequences. Maybe it's not a big part of the game but it adds a strong RPG feel to the game. I like that dice roll animation.
Overall i think it's a great game. It's very polished everything works smoothly, UI, controls . Nothing felt broken or janky to me. Congrats for the excellent job!
Thanks! The dizzy effect rotates you to the opposite direction from which you were facing. It's a janky mechanic though. I remember thinking it was fun in Eye of the Beholder back in the day but I think they used it more sparingly than I did! I can do alright drawing tiles but when it comes to enemies, it's still a struggle. One day I'll improve maybe!
In Wizardry games it changes rotation to any direction randomly. But in those games there are no automap, you're supposed to draw your own map on graph paper. Spinners are placed to disorient the player, make it harder to draw the map. Btw i guess the title of the game is an homage to Temple of Elemental Evil, the DnD adventure module. Even the font in the cover is same with the book cover. I played it's video game briefly years ago. I liked that reference too
Had a great time with this one. Great job with the elemental zones. My favorite was the water area, with the dizzying effect.
My preference would be for a lower encounter rate, but that could just be me.
It does get a bit annoying when you just want to move to the next area. The encounters increase by 5% per step up to a 50% chance before level 3 and then reduce to a 2% increase per step up to a 15% maximum chance after that. The idea was to get a few levels in quickly so that if you do end up fighting a boss you'll hopefully have a few more hps.
Quick, fun and polished.
Note: maybe I’m dumb, but I was putting the game down right from the beginning because it appeared frozen. It was not clear that I had to CLICK EXACTLY on the numbered choice and pressing the choice number on the keyboard didn’t do anything!
Yeah, I should have made the options look more like options and less like the text block above them (and also added in keyboard support for said options). Thanks for the feedback!
I only had the die fail on the final roll xD I quite liked the game but holy **** that dizzy feature was annoying! Other than that one miserable pain in the ass good work! :D
lol yeah, I thought about disabling that after you beat the boss in each area but there was only one day left and I was nervous about making any major changes at that point. Thanks for playing!
Fun to play, easy to pick up, just the right length for a jam game. Great entry.
The dice rolls were a nice touch, as we're the narrative options based on your initial alignment and who you already had in the party. And the dice roll animation really helped sell it.
Great entry!