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Transmogrification's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #106 | 3.742 | 3.742 |
Theme | #108 | 3.710 | 3.710 |
Fun | #169 | 3.161 | 3.161 |
Presentation (graphics, audio) | #237 | 3.097 | 3.097 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
Mode is more than just the state of being, it is also defined by the transition between those states. Transmogrification is about magic that changes a person's state of being and the transitions between them.
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Comments
I liked this one a lot! It took me a minute to get used to the magic system, but it was fun once I got used to it! I think this game has a lot of potential!
Thanks for the controller support, that always makes these types of games much easier! I liked the depth of different spell effects, though it took me a while to catch on and see all of em. Also the ability to cast on ones self was handy too, I liked that addition. Nice little godot entry, good job!
I liked this idea! It was fun figuring out the different combination of spells. I enjoyed that the spells worked on the crowd, and I appreciated that the AI left me alone sometimes so I could figure out what to do. I wasn't clear if just the spells caused damage, or if the effects also caused damage. I could envision the drumbeat eventually counting into a fun fastpaced tune. Great work!
First round I was demolished by my own spells. The second run I learnt how it works and casted a lot the fireblast, cyclone and the other tornado and got me to the win. The AI works well other then sometimes it get stuck in some walking cycle and don't cast spells. I would love to see it like a story mode with smaller enemies to defeat and lure into magical traps I really like your magic system you have here it feels very different from others while being intuitive.
Great stuff.
A really cool idea, would be great to see this expanded on! I like the idea of locking in a direction when you start charging a spell to make it a bit more tactical but it feels a bit stiff/clunky currently.
I think there's a lot of potential in a concept like this. It reminds me of Magicka wizard wars but uses simpler controls which I think helps make it easy to pick up.
I won by using fire over and over and didn't see the need to use the other spells. I think there was a bug with the AI since it basically just kept walking in to the wall above us over and over doing nothing. Still it was fun when AI was working.
This was a little confusing, but really interesting! I had fun working out all the different combos, though it was kind of difficult to tell what was actually dealing damage a lot of the time. Great work!
lots of depth in this one. amazing game. very fun to figure out the spells and the animations look great. but i felt that the sound effects needed a bit more oomph to them, so i really feel the way i'm messing up the other wizard. awesome time! soo much fun! good job!
Really liked the spell animations. I'm embarrassed to admit how long it took me to understand the way of the wizard :D Magical work!
it's really difficult to figure out the game, but that makes it all the more satisfying when everything finally clicks. Great work.
It was really interesting to figure out what I needed to do by experimenting with the different states and elements.
wizards only, fool! this was an interesting one, I get that it was kinda like a sandbox, check out interactions type of thing but setting it in a battle is kind of confusing because your instinct tells you there's a fight and you need to win. However, any indicators towards that goal don't really exist so I was left in confusion at first. Still nice job with the sprites, and I bet you had a lot of fun thinking up those modes ;)
Very interesting game concept, I love the spell combinations! Definitely took me a while to figure out the combinations and what actually does damage though. I think some damage/hit effects would really help. Being locked in a single direction when prepping spells also feels a bit clunky, and the ai stopped attacking mid fight lol (probably the only reason I won). A really fun game overall, I think has a lot of potential with some more polish.
Game feel and AI are such tricky things to get down in such a short period of time, aren't they? I know you did a pretty good job capturing that chaotic fun feel on Grow BIG so credit to you.
Great job! I love the idea here, a very clever take on the theme. Transitions are important and focusing on the transition between modes is a cool concept. I really enjoyed seeing this concept play out in front of me as I delved into the game and had a good time. Nice work!
I think I like the idea but I also don't know if I know what's happening. Old boy was doing some wild shit and I was either catching myself on fire or shooting stuff at him. I couldn't figure out how to do anything he was doing. It seems complex but the complexity eludes me and I couldn't find any description of what the interactions were about. Also couldn't really tell when I hit them if I did damage or when they were damaging me? Saw my health bar was low and realized damage was definitely being done. lol Cool sprites and chill music. Good job!
Sorry if it seemed obtuse. I designed the game to drop you into the middle of the systems, experimenting with them for the 10 minute timeframe being the main point rather than winning or losing the fight. While I personally like that style, I get that it's not for everyone. I do agree that additional clarity around damage and damage feedback would really help; it's been recurring feedback too. Thanks for giving it a try!
this was really neat, it was like little alchemy versus! once i got the hang of what i was doing, i had a lot of fun. my personal strat was to repeatedly alternate between casting fire and earth on my opponent, so that the lava pools would just stunlock their ai. even though i was kinda able to cheese it like that, the ai was still REALLY good for a jam game! i can’t even imagine the amount of logic that had to go into making it so smart. this game would also be super good if it had a multiplayer mode! the plays that would go into competitive transmogrification would be unreal. great job!
Yeah, feel free to punish the opponent for getting stuck. Take any advantage you can get because just between you and me, I think he cheats.
The AI is a behavior tree. Here's a link to a screenshot of what it looks like because it's technically spoilers https://imgur.com/a/nOCesWU. It's pretty bulky but it is very powerful and highly reusable. I don't know if you are familiar with the structure specifics but it shouldn't be hard to feel out in either case. There's a wiki article on it too if you were curious.
Honestly really impressed at how well the AI functioned in a top-down game like this, it was really tough to beat! I love the idea of having wizard duels with strange effects, and I doubly enjoy any sort of game that lets you cast a negative effect on yourself for some big brain play later. Had a ton of fun with this, and I would love to see the mechanics implemented even further if you've got the ideas down for it!
Small bug: on the controller controls screen, I labeled the "cast on self" and "cast on other" buttons backwards. They should be switched around.
Thanks again everyone for the comments! I've had fun going through your games too!
Absolutely love the concept of combining spells and using them like this, really interesting game. Good job!