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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
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!
Nice! This reminded me of Magicka once I figured out that I can combine the spells on myself. That was the only way I managed to win, by swapping between Stone and Water in order to get a radial spike shot. Cool compact game that worked well!
Super impressive depth, even if it ended up being a bit confusing imo. Trying out the different combos was a lot of fun, but it wasn't instantly clear what the effects did and when damage was being dealt. A bit more visual feedback related to taking and receiving damage would have been cool. Nontheless it was a lot of fun to play with
Completely agree on the damage stuff, I'm probably least happy with that part. If I had another day it'd be spent on that and music.
I love this type of isometric 2D style, The amount of character put into the cheering crowd, and beating drums adds so much to the intensity of the back-and-forth battle for survival. A fun time, I'm definitely a fire main.
Considering the amount of character you put into Red Snow, thank you! I had wanted to do more with the music and sound effects but it was the last thing I did and I ran out of time for it so I'm grateful to hear that what's there is working.
Happy to take you in team fire too. Team air can get exploded.
The premise is really unique. The character and environment designs are very polished. I like that you are thrown into combat and you get to spend time figuring out what spell combinations to use. I didn't feel overwhelmed by it at all. I do think that it's a little difficult to cast spells and sometimes I didn't feel incentivized to change spells. Overall, cool idea!
Sorry for not replying to everyone but I've been making sure to play all your games too. They're great!
The combinations and states are really interesting! If you can make the casting a bit more fluid so you can throw out combos quickly, that would be amazing. Also, love the sprites.
It was originally just me making all the sprites and I don't really consider myself an artist. When it was becoming obvious I was running out of time I contacted Terrain, who I'm working with on another project, and he got the entire wizard animated in 2 days (50 frames!) plus effects. We both really appreciate the comments!
I appreciated a lot that the spells interacted with each other. It lead to some pretty cool effects and kept me interested in seeing all the interactions. I also quite liked the sprites and wizard theme. Very cool game!
Cool concept! It was fun figuring out all the combos. I ended up just casting spells on myself most of the game, but I liked that you could get the audience involved!
Fun idea! It took some time for me to realise you have to aim before charging, but I like the wizard duel and the aestethic
Cool idea, I like the way it looks and plays and the number of spell combinations. It seems that the self cast is much more effective than the toss. I couldn't figure out how to deal effective damage outside of doing self cast combos near the opponent.
Yeah, didn't have much time for balancing. Glad you enjoyed it though, thanks for checking it out!