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A jam submission

Spectral Synergy: Realms EntwinedView game page

Embark on a mystifying journey!
Submitted by TheGardiner, NexGenInsanity — 4 hours, 24 minutes before the deadline
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Spectral Synergy: Realms Entwined's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#323.9183.918
Gameplay - How fun is it to play?#333.6123.612
Graphics - Is the game aesthetically pleasing?#413.8783.878
Overall#453.5103.510
Theme - How well does it incorporate the theme?#772.9802.980
Audio - Does the game have nice sfx and music?#993.1633.163

Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 30 to 11 of 30 · Next page · Last page
Submitted

Oh wow, what a striking visual presentation! I love the effect when you go into battle or in the inventory, and the dungeon itself is really atmospheric, even on the lower levels where it gets very dark. I love the little scenarios/quests between levels as well. I did encounter some minor bugs in the procgen and the combat screen often popped back up with no enemy until I pushed a button, but nothing major.

Fantastic entry.

Submitted

I'm weilding a cocaine of whiskey and nothing can stop me! Fun game, thanks :)

Submitted

That was fantastic!  I took 1 hour to beat the game, after a couple false starts (started twice in tiny rooms with only the stairs down, which I thought was intentional, then got one-hit killed on the second level), and I didn't even drink the cocaine I found!

Progression felt pretty good, and the theme played out fantastically with the way I built my party (one defender and one attacker ^_^).

Mechanics were full of impressive depth, although at some point it seemed skills/magic became useless - I intentionally boosted my paladin's magic and mp so he could heal, but by the end a single heal would consume 100% of my mp (maybe it was proportional to the magic stat?), which made it kinda worthless.

Graphics were nice, although the darker levels were a little hard on the eyes, I did like the variety.

Submitted

I took 00:51:28 to beat the game.

Altough I couldn't say whether the game is a great implementation of the theme or not (I don't think it determines much more than the ending, or does it? I'm saying that because the paladin won while he was much weaker than his counterpart at the end), I think it's very fun. I like the big gaps in stat gains between levels so that you can safely descend.

What's cool with such kind of procedural games is that it feels exactly like a full-fledged game already unlike other kinds of games made during a similar timespan mostly because of the length, the structure of a run is there and you expect a run to be maybe thrice as long or something like that, that's not a big difference. And I mean, being publicly available from the start and constantly in development with always more content to add is kind of a feature of such games.

Congratulations, I'm glad I played this game.

Submitted

I liked the inventory and equipping system and the graphics looks great. The map generation was a bit strange by placing doors at strange places. I enjoyed it very much but a the Shade kicked my arse. Didn't even stand a chance. 

Well Done!

Submitted

Equipped the sword for bug slaying. Encountered a bug immediately... literally unplayable.

Just kidding, the game is awesome. I had 0 experience in FPS dungeon crawlers so I am having a hard time navigating through the dungeon. That might be also due to map generation RNG, too. I guess...

Submitted

Nice game, love the graphics. Congratulations !!! 

Submitted

The random generation left a lot of useless doors; I was so confused in many rooms. The graphics are really nice, but I wish the world had the same color as the characters.

Submitted(+1)

Holy smokes! I loved the art and interface in this game.

Not only that but the game is procedurally generated and remains fairly interesting to play. I would love to see it fleshed out a bit more in a future version.

All in all, one of the best entries I’ve played! Great work!

Submitted(+1)

Really neat idea and quite impressive to get this generating dungeon seeds in a week. The transition into combat looked great too. I did have a lot of doors that go to other doors or nowhere in my first run. It would be great to see the randomziation fined tuned a bit more to boost the immersion. I also would have loved some more complex combat choices.

Submitted

great game!, amazing graphics although map generation may need a few more rules and conditions to be fully release ready (got a wild amount of useless doors in one room)

Submitted(+1)

What an incredibly well polished entry!

The art, the music, the sound effects… everything came together into a great experience. Plus, the game is incredibly replay-able.

Great work!

Developer

Hi Captain Coder, thank you very much for the praise. We intend to polish the game up a bit more in the near future so keep an eye out

Submitted

Check out my live review at https://www.twitch.tv/scalphamission

Developer

Thank you kindly for streaming the game!

Submitted

Loved the whole idea of powercreep through the potions... found secret item though (wiskey) and a ferret couple of times ;] Duality concept wasn't clear to me until I got message in chat that circle in the bottom left is a meter and not the day/night cycle i thought it is. I guess that big text at the start that scared me had explanation and I just skimmed through it without noticing - if so, my bad!

It was a blast to play through and def will play it again for other endings at a later date.

Developer

Hi NikaKh, I am glad you enjoyed the power creep element. I really wanted to include a sense of power escalation as you moved through the game. 

Your RNG must be amazing if you got three secret items, the chance is 0.1%

I don't think the duality meter is explicitly explained.

The text at the start is just the story, there's no need to comprehend it to enjoy the game. 

Thanks again for playing, and keep an eye open for future updates!

Submitted

Damn.. there goes all my luck for next few years looks like hahaha! 

I will try to keep an eye for the updates then :]

Submitted

i liked the item randomization and the ferret item is cute xD

Developer

Hi gooby, thanks for playing! The random elements are what I enjoyed the most too.

Submitted

I loved this one.  So I found a picture of Garfield smoking a pipe and I laughed when I realized you can equip this as a weapon.  I laughed even harder when the Outlaw used said Garfield to utterly destroy a kobold that had 3 hp by dealing 1712 damage to it.

Garfield may be OP, however, this led me down a path of hubris and a fall befitting a Greek tragedy as I had given the Garfield to the Outlaw who moved second and not the Paladin who always struck first in combat and so we would take at least some damage every battle.  Eventually, the wielder of the Garfield fell in combat and left the under equipped Paladin to weakly trade blows with a Hellion until his demise came for him as well.

Developer

Haha! I am glad you had a fun time playing. Congratulations on finding a secret item, the chance is quite low. 

There are a few other joke items to find, in future there will be a lot more. 

I am sorry that the combat turn calculation is incorrect, I neglected to compare the speed of your own team members. In an ideal world, if the outlaw  had a higher speed stat you would have been able to cheese your way through the entire game!

Host

Fun little roguelike crawler :) It had me playing for a while and I enjoyed it. I do wish I could save progress somehow. Starting from the beginning everytime is rough, but I understand that you only had one week and it's still impressive what you've accomplished. I hope you will develop this further post-jam.

I like the retro looking UI with its pixelated look but there are just a bit too many different font styles. Some really small and almost unreadable (without my reading glasses) and other are really big. I count at least 4 different fonts.

There sure are a lot of potions in the game. I like lots of loot! It wasn't clear if certain potions gave permanent or temporary effect

"Sword of inventory item swapping testing"? haha :)

The UI screen flipping turned out great!

The movement was snappy and worked well. I wish it was possible to play with arrow keys and/or numpad.

The perspective could've been improved a little bit. Because of the small tile size the player can't see parts of the floor and corners on the current tile and that makes orientation a little bit more difficult. This can be solved by increasing tile size in combination with pulling the camera back a little bit or by increasing the FOV slightly.

At first I thought the grainy and desaturated dungeon looked a little odd but after a while it grew on me. It has a mysterious and ominous charm to it.

  • +1 for nice combat mechanics. It would've been even better with some more tactical options but still well done.
  • +1 for elaborate description and backstory on the project page
  • +1 for map although it was very difficult to see where I was on it
Developer

Hi zooperdan, thank you kindly for playing.  My apologies that the font was not  setup adequately. I intend to develop this game post-jam so your feedback is quite welcome. 

I can absolutely adjust the camera settings, I may even make it a user configurable option. The small size of the tiles is largely environmental setting, I find that too many dungeon crawlers have very large tiles and it feels like you are navigating an underground parking garage and not a claustrophobic labyrinth, but that is just personal preference. 

The potions are all permanent, the only temporary buff in the game is the defend ability in combat. 

I'm glad you liked the default sword and the UI effects, the screen transitions were almost cut out as you may know. 
Additional bindings are very easy to implement, so that's going right on the list for the next version.
The combat could indeed use more fleshing out, my intention was to add more spells, elemental damage and buffs. That will happen after I throw out the entire combat system and start again from scratch.

Thanks again for playing, and thanks for your feedback!




Submitted

Great project, so complex! I am amazed you have done it in one week. Good job :)

Developer(+1)

Thank you Yurga, it was an extremely hard week. I am still trying to catch up on sleep at this time. In the 7 days I think I worked around 110 hours or so. Thanks for playing!

Submitted

Hey man, I checked your game :)

  • nice pixel-art title screen
  • great retro interface and movement; although turning left-right being AD and not QE confused me at start, but that's nitpicking.
  • lovely battle, music and actions.. Love the simplicity about it, including graphically.
  • it felt to me that battle should have ended automatically when all monsters are killed, rather having to click "Exit to Dungeon'"?
  • I had to start the game with additional commands to change the rendering driver (opengl3), since my crappy laptop doesn't support vulkan :( Perhaps this is something that can be detected / set internally by godot? I also had this issue on another game, it would be great if these things were done automatically by engine :)

Overall, nice and legit retro dungeon crawling experience :)

Developer

Hi vlzvl, thanks for playing my game. My apologies that the control scheme was not immediately intuitive. 
I considered having the combat exit immediately, but I was torn as some people may wish to read the final combat text.  (I may make it an option in further revisions of the game).
I believe godot 4 uses vulkan by default, I did not realize the hardware support was limited. I will consider adding 'pre launch options' that will hopefully enable users to change the rendering pipeline. 

Submitted

The combat mechanic works really well! You should make this into a proper game!

Developer

Thanks Ypsilon, I think I will!

Viewing comments 30 to 11 of 30 · Next page · Last page