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Transmutation Circle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #653 | 3.000 | 3.000 |
Playability | #804 | 3.000 | 3.000 |
Artistic Style | #970 | 3.000 | 3.000 |
Cleverness | #1471 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- I like how you incorporated the themes. the gameplay is ok. maybe a bit slow, but that is understandable when there isn't a lot of items yet to transmute. but I would consider turning up the speed just a teny tiny bit :)
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
The game is an idle-lite game where the player scavenges, transmutes and equips materials and items. The game requires the player to read and understand tooltips and hidden information, experiment with item combinations and create the necessary items.
In real world it's easy to understand that flour and water creates bread, but this game is about how transmutation works with more magical items.
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Comments
Tutorial was a little bit dense and took me a little while to understand the mechanics, but once I fully grasped it... I WAS HOOKED.
Reminded me of the old days on d2jsp playing Ladder Slasher. Really satisfying for such a simple combat system. Watching the bars go up and my inventory multiplying was really fun. This definitely has a winning formula for expansion!
The shadow battle was a little bit anticlimactic, which is fine because it's a jam game and has to end, but if it kept going, or had some sort of "end game" system I could see myself continuing my playthrough :D
As for the tutorial, I think it just needs a bit of editing and color-coding keywords to help the player understand the game loop more quickly. It's just a lot to absorb in a short amount of time. Bold keywords, color code, and new lines to make it more digestible can go a long way. I really like the biome icons throughout, that was super helpful and made it easy to browse the inventory quickly, looking for my desired items.
For example, a suggestion for an edit to Tutorial 5/8 could be:
Equipped items are activated only by specific biomes.
Combat may fail without the correct items equipped.
Equip the correct items to scavenge more effectively.
You could maybe force the player to do some steps in order to proceed, like equipping a T1 item and starting combat before the next tutorial pops up, so players can learn one mechanic at a time. You'll see in my playthrough it took me 6 minutes to discover I could actually equip the T1 materials. Woops!
I'm glad I persevered and kept trying though. Really fun game loop, great job!!!
The tutorial text was a little difficult to read. Can you make the background fully opaque?
Game is not fully directive at the start for the tutorial and feels like I am playing a sandbox game with no content.
What would be missing from the tutorial? I thought I described the end goal and how to work your way towards it?
I love the game! the art and the idea is nice. But I had difficulty with understanding whqat to do
True. It might be difficult at first. Tutorial should at least point in the right direction.