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A jam submission

TormentisView game page

Build your own dungeon and raid other players' dungeons!
Submitted by 4 Hands Games (@TormentisGame) — 6 days, 10 hours before the deadline
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Tormentis's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#343.7194.400
Overall Fun#413.3814.000
Sound/Music#483.0433.600
Controls / UI#512.8743.400

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

Hi! I'm from the Feedback Quest and the VOD is up of your game if you are interested.

LINK: https://www.twitch.tv/videos/1823141067

The game is pretty solid. I like it. However I have some things to note.

The first is the weapon change. I feel like at least at the start, either give us all the weapons or let us change it. I feel it unnecessary to restrict one weapon of choice partly because I think most players would not like to reset the game or something when starting off. 

My next issue is the audio. I feel a game like this would benefit a lot from good audio design and ambience. It feels generally very dead and empty, even for a place that is meant to feel dead an empty. Perhaps some ambient music, effect sounds, just to add to the immersion would do it wonders.

Last is the biggest issue I had with the game, the controls. Clicking to move, mouse to aim, and numbers to do actions is not intuitive of a system, especially one that requires some precision in ints attacks. I consider the controls the weakest aspect of this game and feel that changing it to WASD movement with clicking to attack or target would do it better. 

Personal Rating: 4/5. Would be a great game but struggling with the controls made me lose interest in trying it further.

Developer(+1)

Thank you too for the detailed feedback.

That's a really good idea with the weapons, handing over all three and just letting the player choose which one to start with. Thanks alot!

The audio system is one of the current construction sites next to the controls. There will definitely be some improvements and changes in the next demo update.

Personally, I would prefer to have an overhauled control system. The game feels quite clunky and cumbersome as it is. I guess I'm okay with it because I've played plenty of games but for someone who hasn't played it often, I can see it being a huge red flag. 

(+1)

I am going through all submissions to make all developers aware of an important Google form I've made.

I'm joining the IQ folks to help organize smaller events in between the main FQ event in order to help prevent us from getting too many games in main events. Right now, I have a planned structure for these events but I would like to hear from everyone who was in this event in order to tune things better. The survey is a bit long, but it covers as much as I could think of. If you can take the time to do the survey by June 1st, I would immensely appreciate it!

You can find the form here: https://forms.gle/P9LPYwERhJtpZzteA

Jam Host (1 edit) (+1)

VOD (01:36:14) : https://www.twitch.tv/videos/1818808215

VOD part2: https://www.twitch.tv/videos/1818809713

I didn't get to do the dungeon design yet, that's one aspect that got me excited for this title, as a player starting out and streaming it... I encountered a problem right away, the game is on the wrong screen and I had no way to adjust it, I could not window it and move it. Please consider such feature in case your player has 2 screens and the game jumped to the wrong one. 

There was not much sound, that is left to be desired but I know sound is usually on the last part of the production. 

I wonder if doing WSDA is a possibility with this game? That would help me as an archer to run and hit far more easily, playing as an archer in this one doesn't feel as rewarding due to the slow down between clicking and shooting for me, however, maybe another player who is better at it can prove me wrong and work that arrangement out. 

And I found out I could not switch class and start over with the game at all after picking the first class, and must progress in the game to earn other skills, I would love the option of being able to start over with a class. 

Other than that, this game overall feel seems really polished and look forward to seeing more developments and updates.  

Developer

Thanks for your this feedback!

That's a very good point about the monitors, I'll definitely take a closer look at that.

WSDA and arrow keys will also be available soon, as we are also currently working on controller support and thus this type of movement will also be supported.

The skills are only linked to the weapon. All you have to do is find another weapon or craft it at the Blacksmith and equip it. Then the other skills are used automatically.

Submitted(+1)

Really fun game, i liked the art on it and mechanics. Can't really add much since i agree with the things you already replied to. So looking forward to see more of this in the future!!

Developer

Thanks for your feedback. I'm glad you like the game concept :)

(+1)

Hello from tonight's stream!

When I realized this was a hack and slash like Diablo, I got excited. Then I found out it has a dungeon builder, which I didn't explore yet but is still awesome anyway! The animations were a favourite of folks on the stream!

There were three things, however, which irked me. Some are far less important than others. So I'll start with what I think is the biggest one.

There should be no time limits or much longer time limits. When I was doing the last stage of the demo, I didn't have anywhere near enough time to explore everything unless I was overpowered for the level. There should always be enough time for the player to explore everything while making some mistakes, so if time limits stay then they should be much longer.

One thing that make hit me was how I was using only the keyboard for combat when I feel like I should be using the mouse. Hack and slash games usually bind a basic attack to the left click when the cursor is over an enemy. I think that should be done here, with skills that have cooldowns being on keybind.

Music throughout the dungeons or more atmospheric sounds would be nice to keep things from being too quiet.

Finally... this needs some destructible objects in the stage. So many wooden barrels and boxes that I can't break! D: LET ME BREAK THEM!

Besides all this, fantastic game!

Developer(+1)

Thank you for the stream and your very detailed feedback. I also want to go into detail on this as well :)

Your main point, the elapsing time, is something we'll definitely be revisiting. Since there will already be a time-regenerating healing potion in the next version, in which you can help yourself even in difficult situations and passive stats such as life regeneration are also planned, time should not be completely ignored. Nobody wants to play a game or watch a replay where a hero has gone from monster to monster with 2-3 minute healing breaks. But it needs to be displayed less intrusively, especially as long the dungeon is beeing played in a regular timeframe. 

As already mentioned in a previous review reply, the controls are currently being rebuilt so that rotation will no longer be necessary (walls becoming transparent) and the left mouse button will be available for Move + Skill1 and the right button for Skill2. 

And a minor spoiler that hasn't been mentioned yet... placeable dungeon decorations will also be able to be damaged, but they will still block the space they are placed on. However, it feels much better if these decoration elements in the dungeon also react to hits.

Submitted(+2)

I think this is an early demo showing the core mechanics of a very promising game. I had much fun playing the first two levels.

Here are some suggestions:

I liked the clean graphics but the first dungeons appear a little empty. Maybe you can add some more atmospheric elements.

I would prefer if you can attack the enemys with the mouse. I played as an archer and as usual i tried attacking the enemys with a mouse click. The only effect was that I walked towards the enemy which isn't very healthy as an archer.

Didn't notice background music. Maybe you can add some or turn it louder.

I hope this helps a bit. All the best for further development!

Developer(+1)

Thank you for the detailed feedback and all the suggestions!

Regarding the controls... we are already working on improvements like left mouse button for move + attack and right mouse button for the second skill. Aside this... there will be no need for camera rotation anymore as walls will fade out when moving behind one in the next update.