Temptris is a Tetris-inspired almost-roguelike game, made in the Gameboy Color style, that's unlike any in the genre you've seen. An evil sorceress, the Temptris, sends random dungeon rooms hurtling your way, and it is up to you to rotate and move them so that they make up a dungeon. You must ensure that there are paths to every enemy, because you cannot kill the Temptris without killing them first. Once your dungeon has reached all the way to the Temptris, you have a limited amount of time to traverse it and make it to her - hope you did a good job building your route!
WOW!! What a clever idea! The game was short and fun. I would like it if the player could move significantly faster, and the timer just be shorter. Such a cool game though, I hope you decide to develop it even more!
I was hoping I would play as the Temptris, but I guess this will do. The game is a very cool concept, it just needs a better execution with stuff like a final boss battle and a more complicated piece layout. I got a little frustrated a few times by smaller issues like placing the final piece wrong because it fell too fast.
Oh, and having to run the installer was a bit much for a jam game.
@triplefox Playing as the Temptris is a good idea, maybe for the sequel! A final boss was definitely in the works, but we had to adjust scope due to time. A full game would definitely have that. I have fixed the installer issue, thank you for pointing that out :)
I really enjoyed the concept and think it would be cool if you expanded upon it outside of the Jam. I was so focused on the dungeon building portion I didn't even consider I would actually have to traverse the map.
This is definitely something I'd want to see developed into a full game, with a grander scope, more enemies, hazards and decision making. Excellent game.
Great fun. Knowing that your dungeon doesn't connect up properly makes crawling it feel doomed to fail. And that time limit is rough even with a couple time bonuses. Other than that this is a really great idea. So many ways you could expand on it.
I like it - creative concept and a nice take on the theme. It's really balanced very well for such a short contest. I especially liked how I could strategize my level building to help me during gameplay - like I would intentionally build dead-ends so I would know where not to walk. My main complaint would be that placing just one block in the top row ends the level creator so it can come down to random chance and you have very little time to decide. Also an algorithm (BFS/DFS) to check if the dungeon is passable would be quite easy to write and very cool as well.
I was wondering the whole time what exactly was about to go down when I reached the top and then when it zoomed in and I started walking around I was basically shaken absolutely to my core
Very enjoyable and unique concept, wouldn't mind getting a full version with more levels and some overarching story (though with these many Jam entries, I'm glad it's as short as it is). And I agree with @triplefox that playing as Temptris would be pretty awesome on its own.
One surprise for me was that the level zoomed in so much that I had to recall the labyrinth layout to follow the trail of skulls (thankfully, it wasn't too hard to remember). I would also like to have a bit less time in exchange for proportionally higher player speed.
The audiovisuals were decent and matched the general retro aesthetic, though the font stands out with its non-pixelly smoothness.
Overall, great and nicely executed concept. Congrats! ^^
There are tentative plans to begin work on a full version of Temptris following this holiday season. It may not be "Temptris", necessarily, but the idea of building a top-down Zelda-like dungeon with Tetris/Match 3 mechanics is still the cornerstone of what's been drawn up so far. If you'd like to be updated whenever the time comes to make any announcements, feel free to respond here and I'll be back with news!
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Oh, and having to run the installer was a bit much for a jam game.
@triplefox Playing as the Temptris is a good idea, maybe for the sequel! A final boss was definitely in the works, but we had to adjust scope due to time. A full game would definitely have that. I have fixed the installer issue, thank you for pointing that out :)
I really enjoyed the concept and think it would be cool if you expanded upon it outside of the Jam. I was so focused on the dungeon building portion I didn't even consider I would actually have to traverse the map.
One surprise for me was that the level zoomed in so much that I had to recall the labyrinth layout to follow the trail of skulls (thankfully, it wasn't too hard to remember). I would also like to have a bit less time in exchange for proportionally higher player speed.
The audiovisuals were decent and matched the general retro aesthetic, though the font stands out with its non-pixelly smoothness.
Overall, great and nicely executed concept. Congrats! ^^
There are tentative plans to begin work on a full version of Temptris following this holiday season. It may not be "Temptris", necessarily, but the idea of building a top-down Zelda-like dungeon with Tetris/Match 3 mechanics is still the cornerstone of what's been drawn up so far. If you'd like to be updated whenever the time comes to make any announcements, feel free to respond here and I'll be back with news!