Natura Disastia
Use your spirits to cast big spells and fight against the unstable natural disasters !
Note : if you want to replay, the save doesn't reset after defeating the boss... The only way to do it is to loose a fight, sorry !
Credits :
- Simon Delavenne (Dedjo0) : Game Designer & Developer
- Louise Geffroy (Kyakune) : UI Artist & Chara Design
- Floya : Enviro Artist & Chara Design
- A big thanks to Insaneintherain for his permission to use his original compositions in our game !
Note : if you want to replay, the save doesn't reset after defeating the boss... The only way to do it is to loose a fight, sorry !
Credits :
- Simon Delavenne (Dedjo0) : Game Designer & Developer
- Louise Geffroy (Kyakune) : UI Artist & Chara Design
- Floya : Enviro Artist & Chara Design
- A big thanks to Insaneintherain for his permission to use his original compositions in our game !
Genres: role playing
Tools: Unity

Comments25
Awesome graphics. Great music.
Some transition effects and sounds would help when switching from overworld to battle.
I enjoyed the combat system and the game had a lot of content from the get go. Only feedback I can is to have all interactive clickable graphics to have some kind of feedback after click. Was a bit unsure of what was clickable and not.
Well done!
it's astonishing to me that you then managed to also pull off one of the freshest takes on a battle system i've seen in a while - although it took me a while to get familiar with it, i was quickly engrossed and felt genuinely challenged in a way that most turn-based rpgs struggle to achieve for me.
i have only a couple of gripes: firstly, the pacing feels a little slow. allowing the player to place a whole five sets of spirits per turn seems too much, and it meant i was taking a long time on every single turn. the combat ui also felt like it was fighting against me here - whenever choosing which spirits to place down, i want to be able to also have the spells on screen to easily see what patterns i should be aiming for. i think i clicked those tab buttons more than anything else by an order of magnitude.
that aside, this is an incredibly strong entry that i'd love to see developed further. if a full game like this were released, i would buy it in a heartbeat.
I tried playing the game without reading the tutorial on the description page first, and i thought i was soft-locked in the battle once i placed all my spirits.
The tutorial helped me to know that the "End Spirit Turn" is actually a button and not a label. :sweat_smile:
I would suggest putting the button to the bottom of the spell description instead of the top of our stats. "Discard"/"Empty" buttons having a different style and being near of the "End Spirit Turn" button didn't help, and by symmetry, on the right side, it is the enemy's name (and it's not a button). So my mind just considered it as Not a Button and went above without reading it.
Otherwise, once again, really nice game ! :smile: . I enjoyed the game once i understood how things work.
Good job ! :tada:
I had struggle to figure out how to play it because I acaccidentally skip the tutorial and didn't find a way to trigger it again but I achieve to learn it the hard way :smile:
The game really miss some animations and feedback and it takes me some time to find that you have to select a spell and select the corresponding pattern on the grid to launch it.
However the amount of content and the gameplay are really impressive for a jam game, great job !
But the game is really hard to understand, and need more "gameplay feedback". He is also very hard (I would say a tutorial or a first "easy" enemy would have been perfect, but we're talking about a game jam game, so it's not really fair)
It's a really stylish game nonetheless! Congrats !
And I Love graphics. nice job!!