Temple Shifters by sftrabbit
A tile-based puzzle game in which you must help the ancient warriors perform their sacred ritual. Transform between the Warrior, the Ogre, the Phantom, and the Serpent, using their special abilities to interact with the environment around you and get the warriors to their goal.
A few of the puzzles have some major flaws that mean there's a super simple way of solving them. As a bonus meta-game, you can try to figure out how I *meant* for you to solve it!
Arrows to move. R to reset the level.
Tools used:
- Phaser (first time using this)
- Tiled
- Sublime Text 2
- Gimp
- Photoshop
- Ableton Live (and an M-Audio Axiom 49 MIDI controller)
Source (needs to be tidied up): https://github.com/sftrabbit/TempleShifters/tree/master
Things I wish there had been more time to do:
- Fix the puzzle flaws
- More puzzles involving formation movement
- More puzzles involving the blue character
- The render order (the characters appear above the tops of the walls)
- Some nice particle effects when shapeshifting
- Sound effects (moving, falling, level complete, etc.)
- More wall tiles so they connect together better
- Add environment details (actually had things in the spritesheet but didn't have time to add them)
- Level select
- Level names
All in all, however, a mostly successful second Ludum Dare for me!
A few of the puzzles have some major flaws that mean there's a super simple way of solving them. As a bonus meta-game, you can try to figure out how I *meant* for you to solve it!
Arrows to move. R to reset the level.
Tools used:
- Phaser (first time using this)
- Tiled
- Sublime Text 2
- Gimp
- Photoshop
- Ableton Live (and an M-Audio Axiom 49 MIDI controller)
Source (needs to be tidied up): https://github.com/sftrabbit/TempleShifters/tree/master
Things I wish there had been more time to do:
- Fix the puzzle flaws
- More puzzles involving formation movement
- More puzzles involving the blue character
- The render order (the characters appear above the tops of the walls)
- Some nice particle effects when shapeshifting
- Sound effects (moving, falling, level complete, etc.)
- More wall tiles so they connect together better
- Add environment details (actually had things in the spritesheet but didn't have time to add them)
- Level select
- Level names
All in all, however, a mostly successful second Ludum Dare for me!
| Web | http://josephmansfield.uk/TempleShifters/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=26559 |
Ratings
| Coolness | 84% | 2 |
| Overall | 3.93 | 54 |
| Audio | 3.56 | 109 |
| Fun | 3.80 | 85 |
| Graphics | 3.74 | 154 |
| Humor | 2.17 | 481 |
| Innovation | 3.64 | 169 |
| Mood | 3.55 | 125 |
| Theme | 3.15 | 601 |
I also loved the tileset (old-school dungeons) and the sound. Very nice!
If I had to pick something to improve I would say the user interface. Adding just a border and a bit of text would make the whole thing more complete.
GET http://josephmansfield.uk/TempleShifters/phaser.map 404 (Not Found) -- will definitely be back here. the music I can hear is awesome!
"Man... I think this is to easy"
"Oh hey - that's a nice twist"
"HOW DO YOU SOLVE THIS?!"
"Alright I'm getting the hang of it"
"Oh no... will I be able to finish this? How could I dare to comment otherwise? ;__;"
"Wait... it's over? Kewl. :D"
The mechanics are simple, yet lead to complex puzzles - that's a nice feat to achieve. I liked your game very much. Although you probably spend too much time on the earlier levels and then lacked time for later ones. As the game ends after having introduced several new mechanics which where explorered only once or twice. It's an awesome game, but for it's length it would've probably been better to cut some of the early levels to get faster to the shapeshifting. However when the player get's there the shapeshifting-theme is quite present and imo very well interpreted. I liked it! Want more of it! :D
Sign on all comments above, amazing work
Love it, for it simple and great level design
I have a question to you, if you can answer me. How do you create such levels? With growing up difficulty and so perfect player feels? I want you expierence :D
1. Being able to quickly make levels with Tiled
2. Having a set of simple mechanics that you can introduce gradually and combine in different ways
If I had just had one mechanic, let's say the "altar" mechanic where you move against the thing with the hand on it and it allows them to keep moving while the one walking into the hand stays still, I certainly could have explored it further, but it wouldn't have had the same feeling. You'd learn the rules, and then it would just be level after level of applying the same rule in more complex situations. To make the learning experience fun, you need to introduce new rules that all interact with each other.
One of my favourite moments, when you sacrifice one of the warriors, was just a happy accident. I had the mechanic of needing to cover the exact number/colour of goals, and I had the mechanic of them falling down the pit, and then I realised I could use these together. I think it works especially because by that point I had set the pits up as a bad thing, and then that level twists it on its head.
There are some mechanics that I think *don't* work well. If I were to develop this further, there would need to be some tweaks to the statue pushing (perhaps areas of the floor where you can't push it?). Currently, it's just too *free*, so doesn't restrict the solution space sufficiently.
Good game, great ambience, well done!
I like the twist on the sokoban idea, well done!
Got frustrated on hand-altar levels though...
As the others have said, the first levels are more though out, so the end was pretty abrupt, but it was still very entertaining. You might want to put some visual indication in the game that the 'R' key resets the level, as people might not read the description here before playing.
Congrats for your cool entry!
P.S: I felt bad for the extra templars :'(
(Note: Please read the instructions of my game the next time! ;) )