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A jam submission

Towers Of High SorceryView game page

Submitted by Ismartal — 9 hours, 17 minutes before the deadline
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Towers Of High Sorcery's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#24.5004.500
Overall#34.1504.150
Visuals#34.5004.500
Execution#34.0004.000
Metroidvania#44.2504.250
Enjoyment#53.5003.500

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

Team/Developer
Ismartal, Alecxs Sunders

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Comments

Submitted(+1)

I am determined to beat this one day as I did enjoy what I've been able to play so far, but I wanted to post a comment before voting ends. The first area, the ice area, is giving me quite a hard time. I'm not sure if it's just that I'm bad at the game or what, but I find those ice chuchu-like enemies to be very difficult to beat, I think mainly because the standard attack animation is a bit long and I can't really rapid-fire. I also found a bug where some doors shot up, preventing me from leaving a room, and even after beating all of the enemies that spawned I still couldn't leave and had to restart.

BUT other than those things, I actually quite like this entry! Atmosphere is on point, I like the distinct visuals of each area, and the music implementation is fantastic. Overall audio design is quite good, in fact. Like I said, I'm determined to keep at it so I can get to the other elemental areas, I'm just finding it overly difficult for just the starting section. Otherwise, great work!

Developer(+1)

Hi, thanks for playing and for your comments.

I am aware of the bug you speak of, it seems that sometimes not counting all the deaths of the enemies which causes the doors to not open, probably due to not all the enemies being created or because some were trapped in the wall colliders.

I have taken into account the opinions and I agree that the water area is quite difficult and tedious, I would like to make some changes here and also fix some of these bugs, I will upload the update as soon as the whole Jam process is finished, so I hope you can replay it and enjoy the other areas of the game.

Thanks for your feedback, they are really useful.

Submitted(+1)

The game has good graphics and an amazing sound design, but still there are some notes:

  1. The first location is quite boring, you have to wait a lot, enemies are killed for a long time, etc.
  2. There were some moments with timings in the second location (the fire has already gone out, but it still causes damage) and with a collision (fireballs do not cause damage, but visually there was a hit)
  3. It takes a long time to get to the boss in all locations, and sometimes you can lose half of your health along the way
Developer

Hi, thank you very much for playing.

Undoubtedly many things can be improved, we appreciate your feedback and we will take them into account.

Submitted(+1)

This is a really well polished entry. The animations look great and the audio is awesome. It felt good to unlock the abilities and finally use them. It reminds me of the 2D zelda games with its top down style. 

Some thoughts:

- Some of the areas feel too hazard filled. The ice area in particularly was frustrating at times to work through. The blue blob enemies are very spongy and multiply. There's also those tedious crystals which force you stand still while waiting for the animation to finish.  

- I noticed that the character direction flips depending on the mouse. So you can move left while the character is looking right. It did seem a little odd. I wonder if maybe you could slow the player in that case to make it seem like they're moving backwards?

Overall, really awesome job!

Developer

Hi, thank you very much for the feedback.

Yes, it is true that the traps can be a nuisance at times, however the water enemies, although they multiply like rats, are very easy to avoid, when combined with the traps it prevents the player from advancing ignoring the enemies, or at least that was the idea, (sorry speedrunners). This changes the moment you get the first spell and gets easier with each new one.

I don't know why you find the turning of the character odd, it is something comon in games where you aim using the mouse as you look, the strange thing would be to be walking and shoot from behind, it makes more sense to shoot where you are looking while you can move backwards, yes it would give a more realistic feeling slowing down when walking backwards, or maybe using different animation, but I think it's more important that the movement is equally fluid in all directions, although I appreciate the suggestion

Thanks again for playing and for taking the time to comment.

Submitted

I'm not used to playing these types of top down games, so I'm sure your intuitions are right about the movement. 

Fun game!