Temptris by Alexander Crane

[raw]
made by Alexander Crane for Ludum Dare 45 (JAM)

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! TemptrisScreenshot.png

Ratings

Overall 181th 3.875⭐ 22🧑‍⚖️
Fun 283th 3.625⭐ 22🧑‍⚖️
Innovation 24th 4.3⭐ 22🧑‍⚖️
Theme 244th 3.75⭐ 22🧑‍⚖️
Graphics 753th 3.175⭐ 22🧑‍⚖️
Audio 458th 3.184⭐ 21🧑‍⚖️
Humor 435th 2.971⭐ 19🧑‍⚖️
Mood 639th 3.25⭐ 22🧑‍⚖️
Given 23🗳️ 10🗨️

Feedback

mmason
08. Oct 2019 · 00:23 UTC
I like the concept of this game, if it had more to it it would make a really neat dungeon crawler/puzzle game
ScalphaMission
08. Oct 2019 · 00:33 UTC
Really cool concept.
jerripo
08. Oct 2019 · 00:40 UTC
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!
dry-squid
08. Oct 2019 · 00:53 UTC
Loved the game concept! Felt super original. It blew me away how the entire game changed after the tetris-like intro. Good work team!
Stone Pacifier
08. Oct 2019 · 01:02 UTC
Whoa! This is a cool concept, at first I was satisfied when I figured out the pathway thing but then, it is a game within a game!
triplefox
08. Oct 2019 · 04:11 UTC
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.
🎤 Alexander Crane
08. Oct 2019 · 18:00 UTC
Thanks for your comments everyone!

@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 :)
TaqoShaq
09. Oct 2019 · 02:21 UTC
Hey this is a really clever concept! Really liked the combination of the two genres, and it was a nice use of the theme overall!
RaineTheGlutton
09. Oct 2019 · 14:05 UTC
Thanks for rating our game!

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.
Nathaniel Jensen
12. Oct 2019 · 16:23 UTC
Fantastic idea! I loved it. Great way to combine two cool concepts together. Great job!
Idontknow
20. Oct 2019 · 17:53 UTC
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.
Steffy
21. Oct 2019 · 01:51 UTC
Very neat idea!
solluxx
23. Oct 2019 · 02:36 UTC
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.
eva
23. Oct 2019 · 05:20 UTC
Fun game, wish the walk speed was a little faster.
Vlad11
23. Oct 2019 · 06:35 UTC
Very good game :D
GenTel
25. Oct 2019 · 02:33 UTC
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.
ohsqueezy
26. Oct 2019 · 19:23 UTC
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
Alphish
27. Oct 2019 · 20:05 UTC
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! ^^
digitaldude555
27. Oct 2019 · 20:24 UTC
Very innovative concept for a game fits the theme perfectly, was able to beat the evil temptris. Great job with the game.
Nick Taggart
28. Oct 2019 · 21:19 UTC
Thank you again for the comments, everyone!

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!