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Trouble in Telemancy Tower's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibility | #69 | 2.714 | 3.000 |
Fun | #73 | 2.814 | 3.111 |
Graphics | #80 | 3.015 | 3.333 |
Originality | #82 | 3.116 | 3.444 |
Overall | #91 | 2.714 | 3.000 |
Theme | #94 | 3.015 | 3.333 |
Audio | #95 | 2.513 | 2.778 |
Controls | #136 | 1.809 | 2.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
Did you Know?, Warp Speed, Wing it
Game Description
You are a Tele-Blade a Battle Telemancer who is looking for the missing Grand Telemancer last seeen in his own tower.
How does your game tie into the theme?
You are working your way up through the floors of Grand Telemancer Archibald's Tower.
Source(s)
N/A
Discord Username(s)
Jokaero, Aeonvt, Holidaykiller
Participation Level (GWJ Only)
0
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Comments
fun concept and i love the idea of teledashing through enemies, did encounter a fair bit of lag when using the teledash ability but overall a pretty cool and unique entry. great work!
Thanks for the feedback. We learned a few lessons about HTML and particle emitters among other things that were issue we couldn't fully solve down to the wire, so we submitted what we had.
I thought this was a cool take on the Roguelite genre. You fight through floors of enemies and unlock abilities but there's the extra element of using the teleporters and navigating pitfalls to keep things fresh.
Unfortunately, there was a large delay/lag spike whenever I used to teledash ability which meant that enemies were usually always able to get a free hit in before they died. The collision was also a little tricky at times and it was easy to get struck on corners.
But other than that, I really enjoyed this conceptually, and the collected notes were a great addition that provided more incentive to keep playing after each death.
Thank you for the feedback. Discovering the issues with HTML Exports in Godot that we did not account for are what lead to the lag spikes and the wonky collision was something we didn't have time to solve due to a delayed start and bottlenecks during the Jam so we just did what we could in the time allotted.
I think instant teleportation and enemy health bars would be a welcome addition, but I liked the game nonetheless. Good job :)
Thank you for playing. Your feedback on the health bar is something that we intended along with an animation and a bit more flair to go with the tele-dash to justify the delay but that was cut due to time constraints and a slight delay in starting on the Jam itself, we didn't really hit the ground running until two days in so it rather heavily limited our ability to implement everything and staying within scope of a Jam timeframe.
I totally get it. But even with the time constraints, you guys did a great job!