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A jam submission

VortexiaView game page

Turn-based tactical quest on a grid
Submitted by raghunandan (@raghu_games) — 10 hours, 13 minutes before the deadline
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Vortexia's itch.io page

Results

CriteriaRankScore*Raw Score
Controls / UI#124.2224.222
Overall Fun#383.7783.778
Sound/Music#413.6673.667
Art / Graphics#453.7783.778

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have competed before, how has your game changed?
N/A

Genre #1

Strategy

Turn-based | Card Games | RTS | 4X

Rating #2

Family Friendly

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Comments

Submitted(+1)

I played this game on my stream (VOD) and you were in the stream too :)

Overall, I had lots of fun! The puzzles were autogenerated and had a lot of variety in them. The tutorial was good and explained each mechanic one at a time so I didn't feel overwhelmed, and by the time I started the game itself, I understood how things worked more or less.

In the game itself, I'm not sure if a lower density of objects makes it easier or harder for the game. I think I had quite a bit of trouble in one of the stages (maybe it was low or medium density), but I eventually solved it, and the sense of accomplish was great! I liked the variety in the number of items, buffs, debuffs etc, and it would be good for some items to give their benefits right away (e.g., the hourglass that adds 3 turns). For things like apples that give +8 energy, it might make sense to wait, since there are other items that give +40% energy (coffee iirc), so I'd want to have an apple then a coffee together.

For improvements, having some sort of player icon in a lower alpha might be good, or the tutorial could explicitly mention that the highlighted square is where I'm at, since initially I thought the home icon was where I'm at. Other than that, I think the game mechanics are great.

Another possibility might be to have a set of specific levels to go through that you've hand-curated or hand-created, so there is a definite increase in difficulty and progression. After which, players can play the random mode.

Developer(+1)

The stream was great! I had fun watching and interacting as well :)

Glad that you found the game fun, and that you liked the tutorial.

I am balancing the levels to make them increase in difficulty with higher density, but that's still a WIP. The one you had difficulty with was the medium density, and I feel it had more to do with the actual layout you got, rather than the overall density. Great to know you enjoyed when you finally solved it.

Agree that some items should take effect immediately. I'll work on that. And the player location indication as well. Hand-crafted levels also make sense.

Thanks so much for playing and your detailed feedback!

Submitted(+1)

Overall, the game is fun. I like sequence games; the idea is straightforward and works well.

I do miss an overarching narrative or "motive" to continue playing rather than a simple increase in difficulty. Still, it's more of a personal liking rather than an issue within the game.

The art style is functional, but has no personality right now: as it is quite simple visually, you can probably enhance it by getting help from someone to push the graphic a little further and find a more captivating style.

That said, the game is enjoyable and recommended.

Developer

Thanks for playing and your feedback!

Good to know you like the game. Will work on some sort of intro to motivate the game, and improve the graphics.

Jam Host (1 edit) (+1)

Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

This one was a little out of turn for me, as I wanted to cover one last game but wanted to stick to one that would be played through itch rather than be a download. Yours was the first I hit.

This is an interesting puzzle game. I do like the randomness to it. However, one thing I want to check: is the system done up where every puzzle should be solvable? Or can the player get a level they can't solve? This isn't me saying I encountered any such thing, I just ask if you've intended for it to always be winnable or if it's like Solitaire where some games just can't ever be won.

That said, while the puzzle game is fun itself, I find this lacks... meaning for. Why are we doing this puzzle? Is this going to be a mini-game in another big game or is it intended to stand alone? I worry it lacks the means to be a stand alone as it is now. Lastly, while the UI and visuals work for prototyping, I trust the appearance will be cleaned up more as it continues development?

Developer

Thanks for playing and your feedback! I definitely want to watch the stream as well.

Glad to know you liked the game. Regarding solvability, there's no guarantee right now that all levels are solvable. I'm only trying to ensure by testing that "most" games are solvable. Maybe players want to know for sure the level they're attempting has a solution? I'll see how to do that in future.

This is intended as a standalone game. By meaning do you refer to the lack or context? I could put in some minimal context or intro to the game. But mostly the idea was just to solve some challenges. I will work on improving the visuals as well. Again since the focus is more on the puzzles themselves, wanted to have a simple color scheme overall. Will see how to make it more appealing.

Jam Host(+1)

Here is a link to the VOD.

Developer

Thanks for the video link. I haven't been able to make it to your streams so far due to time zone differences. But it was good fun watching you play the game. Cheers!

Submitted(+1)

That was an interesting puzzle game, I don't think I have ever played one like it before. The tutorial made things straight forward for a game that I feel could be confusing at first.

I played 2 games of each grid density and I felt the game got easier each time as it become more dense. I don't know if I just got lucky, I feel like it could use some tweaking with how cells are filled.

A minor change I would make is how long it takes for the tooltip to display. It is short time before showing but those small amounts added up when I was trying to go over the board to see what everything does.

Developer

Thanks for playing and your feedback!

Good to know you liked the tutorial. The overall balance for each grid density, and the cell placement itself probably need to be improved.

Will also see about shortening the tooltip display time, thanks for pointing that out.

(+1)

The game was very unique! 

Submitted(+1)

This is a really solid turn-based puzzle-esque game. The tutorial does a great job of slowly introducing you to the game's otherwise complicated systems. Trying to figure out the most efficient way to reach the end of the level in time is actually very fun. The graphics are simple but still pretty good at conveying what a space does and the minimalist style fits the genre pretty well I think. The only feedback that really occurred to me while playing is an incredibly small one, which is that the audio track changes are a bit sudden. Blending from one track to the next would be a good step towards making sure nothing pulls you out of the experience. But that is a really minor thing and otherwise I had a lot of fun so fantastic job!

Developer(+1)

Thanks so much for your encouraging feedback! And glad you found the game fun. The feedback about track changes is quite helpful. Will figure out how to smooth this.

Submitted(+1)

After playing the tutorial, I was expecting to play some sort of puzzle game. But given the randomness of some elements, it seems to be against the puzzle philosophy. To be fair, the game isn't classified as puzzle game. Anyway, I just wanted to say I didn't know how I should approach this one. ^^

What I like with this game:
-The simple but effective concept
-The well done tutorial who explains the game mechanics quite well

What I would like to be improved:
-I think the game would benefit a lot from having a campaign full of handcrafted, progressively more difficult levels. Just playing with randomly generated levels can only go so far.
-There are no fairies in this game. :-(

Random thoughts (neither negative or positive):
-It is very easy to abuse the randomness of the shop and certain places to get the outcomes you want after a couple of tries, allowing an easy brute force of the solution.
-Curses and curse-related items seem to not be very often relevant, I never got a level that made a clever use of them.
-Energy seems to often be the limiting factor, time way less often.
-The game seemed quite easy to me.
-It seems like you can select the case you are currently on and spend a day not moving? Is it intended?
-The see shop button is quite easy to miss, it could be more highlighted.

Developer

Thanks for playing and the detailed feedback!

The tutorial was designed to make the player understand the core concepts, so the levels are handcrafted in a puzzle-like manner. I guess this is misleading. The actual game is a strategy game. Should see how to not set incorrect expectations for the player.

Happy to know you liked the concept and tutorial.

Handcrafted levels would make this more of a puzzle game. I guess that's the kind of campaign you're suggesting. I could maybe have that as a game mode.
I'll see how to include fairies in the game :)

I'll work on balancing the shop and other elements like curses.
Will also work on balancing energy vs time.
In terms of the game being easy, are you talking about a particular grid density (low, medium, high), or all of them?
Yes, staying on the current cell by clicking on it is intentional.
Sure, will highlight the shop button more.

Your feedback is very valuable, and I hope to improve the game along these lines in the next iteration :)

Submitted(+1)

The complexity increases the time needed to analyse the grid by a lot and makes bad locations harder to ignore, for sure.
What I mean by "the game seemed easy to me" is that I always had the impression the game has a big margin for error even in high complexity, with multiple paths probably leading to a solution. It isn't necessary a bad thing, especially if the game isn't supposed to go the puzzle direction.

Submitted(+1)

Hi! It’s a nice puzzle. The mechanic is straightforward, and the game has much potential with many different types of cells. I would like the different categories of cells to be visually distinguishable. You will, of course, remember each icon quickly after playing a few times, but it would be nice if the curses looked differently from consumables, let’s say.

I started with the tutorial, and so far, I am stuck at the level 7 tutorial. I haven’t yet got the trick there. It should be something obvious, of course, as usual.

Good luck with your game!

Developer(+1)

Thanks for playing and your feedback! Sure, will consider color coding the cells.

Oops! I should redesign the tutorial I guess, if folks are getting stuck there. Hope you finish it sometime. You could also skip that level and move to the next one, or the main game directly :) You've done most of the tutorial, so hopefully you'll be fine.

Thanks! And your game is interesting as well. Played a couple of levels yesterday. Will spend some more time and drop a review soon.