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A jam submission

TreeTop TrialView game page

A roguelite, action, platformer
Submitted by michaeljared (@_michaeljared) — 2 hours, 32 minutes before the deadline
Rated by 11 people so far
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TreeTop Trial's itch.io page

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Team members
3

Software used
Godot, Aseprite, GIMP, Audacity

Use of the limitation
YOU ARE A WIZARD WHO WAKES UP AT THE TOP OF A TREE. GET DOWN

Cookies eaten
12412343

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Comments

Submitted

Really fun game. The sprites, music and sounds give it a nice old school vibe. And I like the parallax scrolling effect. Would be cool to get new spells as you progress.

Developer

Absolutely. I may continue working on this. I'd love to introduce a boss battle around level 10, or come up with some different arena types. I also have the idea of collecting power-ups as cards, and part of the game is managing which cards you equip for each round.

Submitted(+1)

I also found it difficult, but I was never really good at platformers. My only real complaint is the sound effects. I wish you gave it more love. Aside from that this was a nice experience.

Submitted

Melee wizard? That's odd :) I was thinking I'd have range attacks so I was a little bit surprised. The game looks really nice and after some polishing beyond the time scope of the game jam it could be really fun to play :) I didn't have any issues with moving around the map and some part with the issues with fighting were skill issues, I believe :D

Since you apparently really like issues (that's not healthy to eat so many in 72h, you know? but I'm not your doctor :D) so here have another one for using Godot:

Developer

Thank you for the cookie and for playing!! I didn't really eat so many cookies, but I had equally unhealthy sleep habits during the jam :D

The Z-attack is a ranged attack, it can traverse roughly half way across the screen.

Submitted

I actually played the game a few times, almost got to the end of the fourth stage.  In my opinion, the game is not all that difficult, but you have to either open the portal asap, or actively hunt the bugs, which is not obvious at first. I think that might be one of the reasons why your friends couldn't get past the first stage, as you said in the Discord.

Other than that, there are some clunky aspects of the game:
As someone commented, getting on the ropes from below is unintuitive.
Someone else stated that the controlls feel strange. This is imho true for the first 1 or 2 playtroughs, but overall is not that big of an issue.
One of my main issues is the UI. It is very small and it is not obvious which abilities are ready at a quick glance. I would personally recommend a progress bar behind the numbers, or just changing their color when tey are charged.
When the enemies clump up, it's hard to tell who you are damaging, or how many enemies there are, but I have no clue how to prevent this (in a game jam scope) and it is something I also struggle in my games.
The dash feels bad to use. It feels like there is a delay between the button press and the animation, it doesn't go very far and is way too slow.
The attack rooting you in place also doesn't feel good, but I suppose it is necessary for balance reasons.

Overall, I think the game is made with passion and isn't bad as a core concept, but it needs a lot more polish to be truly enjoyable. Other than the issues already listed, there are many possible improvements: better camera movement, more feedback: particles, animations, effects, and more gameplay stategy.

I will recommend this video: https://www.youtube.com/watch?v=216_5nu4aVQ as a starting point.

Developer

Thanks for the criticism. The clunkiness of the actions and switching between them is something I tried to fix, but couldn't within the constraints of the game jam. The controls wouldn't be odd for anyone who had played Risk of Rain, which this game was modeled after. Dodging was meant to have a bit of weight - if you were able to successfully dodge, you'd get a "dodge" text that appears above the player, and if you have the dodge powerup, you get a nice little sound effect and an HP increase. So at least that part was intentional!

Developer(+1)

Heads up, I fixed as many bugs as possible! And I implemented your ideas with the HUD. Now there's some nice flashing indicators to help you see when abilities are charged. They are grey when you can't use them. Let me know what you think if you give it another spin.

Submitted

I cant jump high enough to reach the ropes? Where are you supposed to go then? 

Submitted

Not the dev, but you have to jump and hold the up arrow at the same time. It's kind of clunky, but it works.

Developer

You can also go down. You start on the top of a tree, so you can just use the down arrow to descend. This game is also playable with a controller if you prefer

Submitted

you said the game is hard for users its because generally games dont use z x c as attacking buttons you could use something like q e even 123 

Developer

Fair enough. It does support game pad as well. I took inspiration from Risk of Rain, which uses those controls

Submitted(+1)

I loved the wizard!! but I am too bad to survive the bugs

Submitted(+1)

As a fellow Wizard-Game developer, I approve.🫡

Submitted

HELP I CAN'T GET OFF OF THE TREE, AND THE BUGS DOESN'T LET ME ALONE.

Developer(+1)

i hope you are talking about an actual bug and not a programming bug :) :)

Submitted

Yes, alive bugs. D: