Tarnos Quest by SHAKIROVICH
About: A brutal turn-based dungeon crawler where your body is your inventory.
Battle twisted flesh horrors, tearing off their limbs to graft onto yourself. Mutate, evolve, and survive.
In a world consumed by grotesque body-modification, you are the last purifier, descending into the Chrysalis to destroy its heart and the prophet you once called Father.

Objective: Navigate the bio-dungeon, unlock each level’s exit, and reach the final chamber to purge the source of corruption.

PRIMARY OBJECTIVE: Navigate the bio-dungeon. Locate and unlock the exit door on each level. Proceed to the final chamber and eliminate the source of the corruption.

Combat Protocol: Choose your grafted parts, command them to attack or defend, and target enemy limbs for tactical dismemberment. Monitor the combat log to track damage and durability, your survival depends on precision and adaptation.
Hotfix1: Fixed quit button, Fixed body parts are no longer intractable when destroyed, Fixed Final boss death triggers win screen, fixed player spawns surrounded by walls, fixed enemies spawn at the same tile, fixed enemies spawn at player start, Fixed log entries dont disappear, but go down. etc.
Thanks everyone for feedback, project was a bit over scoped for the compo, but I hope Ill be able to polish it into playable state in the upcoming days.
Music: Hide - Dorian Concept (Slowed x Reverbed) Environment textures: @Strideh
Ratings
| Overall | 56th | 3.688⭐ | 26🧑⚖️ |
| Fun | 107th | 3.304⭐ | 25🧑⚖️ |
| Innovation | 35th | 3.891⭐ | 25🧑⚖️ |
| Theme | 108th | 3.545⭐ | 24🧑⚖️ |
| Graphics | 3th | 4.543⭐ | 25🧑⚖️ |
| Mood | 18th | 4.13⭐ | 25🧑⚖️ |
| Given | 29🗳️ | 0🗨️ |
In my opinion, the game really lacks responsiveness. The fact that we don't know the enemy's health is fine; I understand that was the idea, for the strategy element. But adding indicators to indicate where the enemy is hitting would be much clearer.
And of course, I'd like to see which limbs have fallen off the enemy visually.
And we've already talked about the difficulty. I wouldn't even make a tutorial here; I'd add more opportunities for exploring this world through trial and error, for example, more health and mobility. I love it when nothing in a game is clear and learning happens through gameplay.
It would also be great if damage to body parts affected abilities. For example, damage to the eye would impair vision, damage to the ear would impair hearing, etc.
Overall, the concept is interesting, and if we added more gameplay feedback and tactile feedback, it would be great.
By the way, there was an interesting game at the Siberian Game Jam with a similar idea -
https://tululeo.itch.io/monstro
Oh, you're actually legend. I have no questions.
But still it's the most creative take on the theme. Good luck with it! Looks very promising for a full game.
However, after reading the description, I see that you mention using music from Dorian Concept and textures from Stride.
Regarding the music, I noticed that you opted out of the "Audio" category, yet you still have "Mood" ratings, and music plays a key role in setting the atmosphere...
(Opting out of a rating when using an asset pack is more a common practice in Jam, so that people don't try to review something made by someone else.)
The same goes for textures: they're a big part of the game, and color-editing an asset cannot be considered self-made.
(Obviously, I know you're totally capable of creating great graphics, the body parts and NPCs look good!)
The compo rules state that you must create all assets yourself in 48 hours. If that's not possible, that's fine, but it must be entered as a Jam game.
I actually think participating in the Jam would be even better. The assets fit perfectly and you'd have more time to polish your game, even maybe add a few more features ! It looks like an ambitious but interesting project, it definitely deserve it.
I won't rate it as I'm puzzled by this, but I would love to see more complete version of your game for sure !