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Harmony's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme - How well does it incorporate the theme? | #7 | 4.448 | 4.448 |
Overall | #25 | 3.693 | 3.693 |
Audio - Does the game have nice sfx and music? | #42 | 3.638 | 3.638 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #46 | 3.759 | 3.759 |
Gameplay - How fun is it to play? | #77 | 3.224 | 3.224 |
Graphics - Is the game aesthetically pleasing? | #104 | 3.397 | 3.397 |
Ranked from 58 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very rarely do I have trouble with motion sickness from games, but this one did it for me and I had to give it up. I think it was part the levitation and part the disparity between turn/sidestep. (I kept hitting the wrong key QE vs AD for my intended motion and when something else happened than I was expecting my brain couldn't take it)
I did like the mixing and matching of runes, though having to keep doing just the sun/moon before being able to do a combination with them I feel was a detractor. (want to levitate in the area with spikes? cast sun, cast float, recast moon shield. Do this again 10 steps later. In my opinion it would have been better to just be able to cast float)
Fantastic integration with the theme.
I started off quite confused but once I figured out what I was doing I really enjoyed my time. I think that the puzzles were well made and kept me thinking. I liked it.
I can say that a bit complicated instructions, but my game hasn't at all)) It's possible to tell something about graphics and sounds, but it definitely one of the best theme implementations as a Chronoleaper . As for game from solo developer it is a lot of things going on. Making spell system similar to Grimrock is complicated task itself, at least from my point of view, making it depending on balance is really interesting.
Sadly I can't run this one on my old computer.
hey! the game is really fun, i liked the low res textures and i think it adds to the atmosphere alot! the movement (especially turning) is a bit disorienting honestly; i think smoother animations in this case would go a long way the rune combining mechanics are really well thought out and add alot of depth to the game! I appreciated the sound design and the text/exposition was done extremely well; it felt very concise and not drawn out. thanks, i really enjoyed this game!
Also i think i mightve broken the game once when i went through the dark portal; it wouldnt allow me to move off the pressure plate and it didnt play a walk noise when i tried to move towards a clear path, however i could look around and it played a walk noise while walking into the wall. (its currently super late rn so im sorry if the “bug report” comes off as a ramble)
I really like this game, even if this is quite confusing the theme is really well integrated to the game. Congratulation.
That was an awesome experience, and this is so far the entry that has represented the best the duality theme! Very good job!
The game was fine and relaxing though I admit I had to watch a stream to understand how to go further in the game after searching the two first maze as I understood I had to cross the portals and cast the yin/yung channel in these maze rather than while standing on the portal in the lobby.
It was a bit difficult to handle the fights at first but once the system is understood, the game become much easier.
Congratulations for this nice entry!
This definitely a 5 on theme.
Took me a little while to figure out what the hell I was doing, but it was a cool casting system.
Your game has too much depth for me to play right now, haha. I really enjoyed the rune system but holy am I bad at navigating through the map.
I will come back to play your game later but just one thing. Can I please have a smooth movement option?
Took a little bit to figure out the rune system but I liked the use of it! It's impressive how much depth there is to it as well, could totally see it being expanded if the spells relied on each other a little less. The boss fight was also a pretty fun challenge, ducking in and out of the way made for a nice dynamic!
Thanks again for taking so much time to explore the game! It is greatly appreciated.
Also, thanks for the stream!
very good take on the theme!
Thanks! We really enjoyed the theme on this jam :D
Good graphics, cool mechanics and uses the theme well. Good job!
Thanks! We appreciate that you took the time to check it out <3
The rune collecting and mix+match mechanic is awesome; I really like it. I enjoyed the duality and how they contributed to the puzzle aspects. The only nit I have is that sometime when selecting a rune, it would double-select, making combat a bit more challenging :D
Great entry! I could see this developed further into a full-feature title. Excellent work!
Thank you for playing!
We are so glad you enjoyed the overall rune combining mechanic! We hope it wasn’t too frustrating to figure out… Hopefully, in future projects the programmer (me) can continue to develop UX skills :P
Also, very glad to hear that you made it to the combat!
I think the theme in the game works well… a nice light v. dark motif. I really do like the idea of collecting runes and mixing them for different effects. Makes for the potential of some really fun puzzle solving!
That said, I felt there was too much focus on the rune magic and less on the dungeon crawler aspect. That is not to say there was anything wrong with the mechanics in the game at all, but with the runes focusing on light v. dark and the idea that Sol and Lun are these different gods, both of their respective mazes felt identical. Additionally (and this may have just been something I missed), other than looking for the statue within the maze, there seemed to be little else to warrant exploration within either maze.
In regards to the rune magic itself… I did like the idea a great deal and it would be a very cool mechanic in a dungeon crawler over all, but I kept getting tripped up with needing son or moon runes to be activated before using any of their spells… especially when I need to use the sun or moon runes in the act of casting the spells in the first place. Additionally, while the harmony spell is a cool concept, it felt strange that I couldn’t use it directly outside of the central chamber. That said, it would have been strange if I could just constantly spam Harmony within the sun or moon mazes too. Over all, it’s existence (while I get why it’s there) somehow comes off as out of place. Perhaps the Harmony spell should be the only rune for bringing up the mini map (as that feels like a pretty neutral effect) and it can still exist to mix with the other runes. Also, when returning to the central chamber, I feel the player should be automatically brought back into harmony.
I think the ideas in this game have some really solid potential! Also… kinda disappointed I missed the boss battle due to the bug near the end of my play through. That boss really did look cool!
Here a link to me playing your game on my stream :D
Thank you so much for taking the time to play, stream, rate, AND provide this detailed comment; we appreciate it very much!
You make a very fair point about exploration within the maze. No you didn’t miss anything… Unfortunately, the programmer (me) was defeated by time and the original ideas to populate the maze with “goodies” was left unimplemented.
All of your other points are also very good feedback and we hope to take them into account in future development. :)
All that said, if you just so happen to try again (I know there are 199 other submissions to look at), the game does auto save your progress. If you select “Continue Journey” from the title screen, you should be placed into purgatory with all of your runes intact.
Once again, thank you very much for taking the time <3
Really loved the spell-combination mechanic - I always love stuff like that, so it was my favorite. It was great playing a more puzzle/exploration focused game too. The use of the theme is really compelling and a really strong entry! Great work!
We are so happy you enjoyed your journey in purgatory. We hope the beginning was not too frustrating to get through, the programmer (me) didn’t do the best job with an introductory area to teach the games mechanic.
Thanks for taking the time to play, rate, and leave feedback <3
I accomplished a task the necromancer was never able to accomplish.
I like that there's a possibility to fight one of the gods even if I have not tried. You've got quite some content there, the spellbook is furnished with a lot of combinations at the end.
I am happy you chose instant movement, the game plays very smooth. Combining runes is cool, and putting mechanics like an automap behind such a thing always increase both the cool factor of a game and its atmosphere.
The puzzles are fun, combined with the extra pressure or not busting going forward is generally not trivial.
Very cool game, congratulations.
Wow! It sounds like you managed to finish the game. As the programmer on the project, I am very glad you were not deterred by the lack of tutorial and very confusing beginning. Seriously, thanks for making me feel like I didn’t waste all the time with the last couple of sections.
That said, if you do happen to feel like going back to kick some God butt, the “Continue Journey” button from the title screen should bring you back to purgatory with all of your runes intact.
Thank you so much for playing, rating, and leaving feeback! We appreciate you.
Amazing atmosphere, loved it. As others stated, a lot of text to read and it repeats itself.
Great submission!
We really appreciate you taking the time to play, rate, and leave a comment <3
You're welcome. You rated and commented mine first, so I'm just returning the favour.
There was a lot of text to read. It kept on coming as well. Just when we thought it had stopped, there was more text and we couldn't move forward. Then there was more text. 😉
We had some difficulty with the controls. Our muscle memory is baked into Q/E being rotate and A/D being strafe. It may not affect everyone but it made it slightly frustrating to move around for us.
We loved the runes and combining them to cast spells though. This tied in really nicely to the duality theme too. Good job there.
The font choices were nice and the map spell was a great idea. We quit the game accidentally by going to the options menu to change the volume though.
We played for 12 minutes but we were unable to not trigger the pressure plated to get out of the room with the dark portal, even though we were floating in mid-air. Was this a bug or did we miss something? During that time we didn't encounter any enemies so we couldn't judge the combat system. Given the short attention span of game jam reviewers we'd suggest less text and more getting into the meat and potatoes of the game earlier on. This is advice we should listen to ourselves sometimes too!
Well done for producing an on-theme game with such interesting spell mechanics. We'd love to see how you progress with this post jam.
Thank you for taking the time to play, rate and leave such a nice comment! Much appreciated!
Gotcha! Game needs more text! Not enough back story ;)
If you do return to the game, be sure to click the “Continue Journey” option on the main menu as it saves your progress (also, saves your volume settings so you shouldn’t have to change those again :P )
Not a bug with the pressure plate being triggered while floating, just an oversight on the programmer’s part (that’s me).
If you would like to try out combat, complete the dark portal area and head to the “Moon Temple” by using the Yang Rune while standing on any dark portal.
Again, thanks for playing!
This is VERY well done. I've been watching you develop it on stream and was looking forward to playing it. A true puzzle crawler. Thoroughly enjoyed it, though I did not finish it in one sitting, but will do so.
We really appreciate you taking the time to play and rate our entry! <3
Glad you enjoyed the stream. Hope the controls were not too confusing :P
If you do come back, be sure to click the “Continue Journey” button on the intro screen as your Rune progress should be saved.
I haven't finished it, but I'm considering doing so later, this is pretty good. This feels like one of the more balanced entries I've played so far with a fair amount of difficulty.
I quite like your spell language system, and tying it to the meters. It's a very creative and immersive interaction method!
The sound design is very coherent and put together as well. It very much helped the game atmosphere.
I'm not quite sure why but the movement feels disorienting compared to some of the other entries I've tried, and it's not an issue with the instant movement.
I feel like it has something to do with the turning (I doubt the camera isn't centered... But for instance on the statues if I turn with A/D I would expect to be facing the walls? But it appears to wrap me "around" the statue, which confuses me since under the grid limitations I don't believe it makes sense to be able to be behind the statue?)
Since I personally found it very easy to get disoriented I had to rely on the minimap spells a lot, and kind of wished they operated on a real timer or more than one "action" worth of time.
I find it refreshing that "game-over" seems to be just kicking you back to a starting point sort of like a souls-like. Although unfortunately since it is a bit annoying to retravel back after every "death" it's a bit hard for me to consume in one session since it took me a little bit to properly figure out how to play. Having a spell to make a checkpoint or something could be nice and hopefully not break the balance.
Thank you so much for taking the time to explore purgatory! We appreciate it.
If you do happen to come back, be sure to click the “Continue” option on the opening screen as all of your Rune progress should be saved both in browser and desktop versions.
For the POV, you are actually slightly back from the center of a tile, as though you’re standing 1 step away from the center. This is likely what is making you feel disoriented. This makes it so you can occupy the same space as the statue and rotate around it without needing to “physically” move around it. You’re not the first person to mention it being disorienting… but I’ve also heard others say it works really well as the FOV doesn’t distort the rest of the map. I also believe this is a how many classic crawlers to position the camera (which is why I chose to do it that way). Definitely something I should consider in future entries.
In future versions, I think a mini-map button is definitely a good idea.
Again, thank you so much for taking the time to play, rate, and leave such a great comment.