Tristram by Rongo Matane

Did you ever wonder how the mayor of Tristram might have felt?
Embark on a pixelated journey reminiscent of Diablo 1 in this thrilling 2D adventure!
Enter the catacombs beneath Tristram Cathedral by summoning brave heroes to face the dangers that lurk in the depths. Assemble your own party of heroes and fight to defeat evil and recover valuable treasures. Rebuild your once destroyed city with the gold from your adventures and upgrade buildings for ever more powerful equipment.
But beware, formidable horrors await in the shadows, challenging your mettle and rewarding your courage in this nostalgic homage to classic dungeon-crawling adventures.




Team: - René Habermann - Direction, game design, production, coding - Anne Hecker - Character design, monster design, art - Raffaele Picca - Village design, visual effects, UI art, coding - Luca Martinelli - Game design, coding - Ron Kaiser - QA - Martin Kvale - Sound design - Cameron Paxton - Composing, music production, promotional art - Moritz Schaarschmidt - Asset management - Kaela Champlin - Additional voice acting
| Link | https://bippinbits.itch.io/tristram |
| Link | https://bippinbits.itch.io/tristram |
| Original URL | https://ldjam.com/events/ludum-dare/55/tristram |
Ratings
| Overall | 9th | 4.439⭐ | 206🧑⚖️ |
| Fun | 70th | 4.137⭐ | 206🧑⚖️ |
| Innovation | 121th | 3.936⭐ | 205🧑⚖️ |
| Theme | 368th | 3.944⭐ | 206🧑⚖️ |
| Graphics | 4th | 4.784⭐ | 206🧑⚖️ |
| Audio | 6th | 4.584⭐ | 205🧑⚖️ |
| Mood | 4th | 4.609⭐ | 204🧑⚖️ |
| Given | 23🗳️ | 15🗨️ |
I think I beat the game? Ended up with three parties that could clear level 3 pretty consistently. Found stacking dwarves to be pretty effective! A lot of the other classes kept dying so stopped hiring them :sweat_smile:
Had a lot of fun! Always look forward to checking our your jam entries when I can! The overall game loop was pretty satisfying, although I did wish I could keep throwing money at people once I amassed thousands of gold... oh well gotta pay for retirement somehow!
Thank you for the feedback! We had a bug where the outro would not trigger after you'd slain the final boss, so i fear your game went on forever :D
I mean, you have a pretty stellar track-record, but you REALLY need to add a banner or screenshot to your LDJam-page to showcase your great looking game or people might miss this absolute gem! Fun game-loop as well and novel concept! Amazing work! 5 stars!
p.s. visiting a friend, gave me the feelz
I only wish there was some way to interact during the battles, to tell our people that it's time to come back to the village before they die :D
The music and visuals are truly awesome!
Great game!
The pixel art is so beautifully done, and the music is top-notch as well. There were so many nice little touches, like how the heroes chatted with each other in the town as they went about their business, or how they would visit fallen heroes in the graveyard. Making the right side of the dungeon black until the heroes progressed far enough in the dungeon to reveal it was a very clever way to visually represent their progress through the level. The speed up buttons were useful, too.
Overall, this is a great game and I'm really impressed! It took me a minute to realize the chest in the middle of town where taxes were collected was effectively my inventory. Might be nice to have gold displayed somewhere on the UI so you can always tell at a glance how much you have. Also, this might have been intentional, but I found myself wishing I had more control over team placement rather than just having a "swap" button I could press a limited number of times. But I imagine that was just part of balancing the overall difficulty and such.
I didn't realize I had grown so attached to my S-tier lady with the giant sword until she fell in battle.... T_T rip Eigranorn
Again, fantastic job!!
I didn't understand that you had to click to hire, thought blowing the horn was enough for a long part of the game.
Wish there was more things to do, in the town and in the dungeon.
Very good entry.
It ended with a bug though, after my last expedition, the close button disappeared and I got stuck on the heroes screen !

I was stuck by a bug related to screen size and the size of the end raid panel. The bottom button can't be clicked (3 teams of 5 heroes). Fortunately I was able to find a workaround by sending a new raid (it has closed the panel)
PS: thanks for the nostalgia feeling, I was a player of the first Diablo...
Beat hell in 22 years!
Just joking, awesome game, keep up the good work 😉👍

I also didn't notice I was able to rebuild the smithy until I was very far into the game.
But yeah it's a very impressive entry to the Jam. Everything from graphics, sounds to gameplay is excellent. Would love to play Football Manager for Diablo Heroes in the future.
The thing I missed most was proper control over squad and dungeon assignments for my heroes. Also a button to abort a run would've been crucial for me to save Ayin.
There's so much variety in both heroes and enemies!
The game feels well balanced, and I found myself getting attached to the characters and feeling bad when one of my best heroes die.
One thing I'd loved to see is more agency in party formation. Sometimes the swapping wasn't as beneficial as I hoped, and I'd end up with healers on the frontlines. Maybe I am missing something?
Overall, this looks super promising! I really hope you guys keep developing it or exploring this idea! Great job!
We appreciate the feedback, it's really helpful! We are fiddling a bit with a post jam version and will improve some aspects :)
@xzt i'm really confused, what "already created game" do you mean? Our reference was diablo 1, which is a hack'n'slash game, but this is, as @vinzbad put it amazingly well, basically a football manager with an rpg setting. Maybe you mean another game though (that i'm not familiar with).
I understand indirect controls over almost everything is a conscious choice, but to me it felt limiting. I enjoyed watching the heroes fight in the dungeon, but I wish I could form the parties myself.
I liked the game a lot overall, especially in terms of mood, congratz!
A minor complaint I could have is that I had a bit of a difficult time rearranging the teams before sending them to the dungeon, that part could use a dedicated screen if you end up doing something more with the project
Yes, there were a couple of questions/problems, like flipped sprites in battles, closing hiring popups when someone bought something from the store, etc. But those are tiny problems, what was much more important is that every part of the game worked for the same "vibe goal", and I vibed with it! Definetely see looots of love in a dozen of tiny details, like names, artifacts, dialogues... I know that you find time for such stuff on gamejams only if you are really into what you are doing. (could not resist and did something similar this time as well, haha)
I am also curious about strategies for this game, as I just ended up going by hunch when sending parties (like putting best members+healer in first 2 dungeons and randomly mixing low and high levels later on to buff others and gain more money), not really worrying about any other stats... But I guess it's their's lives to lose, not mayor's :D
Anyways, thanks once again. Everybody already mentioned, but from the presentation standpoint this is a loveletter - can't say about Diablo, but for gamejams for sure :heart:
Had a very addicting game loop.
The music and art style were absolutely charming!
Great work!
P.S. Just out of curiosity, what approach you used for managing AI of your heroes? I'm stil quite new to a lot of this, so my amateur guess would be GOAP, but please let me know whether my guess is right or not!
(The village actions probabilities are weighted, and things like purchasing upgrades are usually checked first)
GOAP would be great but definitely overkill for the current scope :smile:
(Big wolf is strong, but king skull is stronger !^^)

See you on the next one!

Loved the vibe of the game.
Here my feedback, hope it helps a little :)
1) I didn't like the team building mechanic. Swapping was too random to really have an influence on the groups. I wished I could build the groups myself and decide who is going with who. (And also in which dungeon, because sometimes I'd want to send them to a lower level floor just to practice / level up)
2) I think the heroes got dumber, the higher level they got. I had multiple S-Tier heroes trying to 1v1 the endboss and die. That was a bit frustrating.
Great game! Thanks for making it
Our approach to the theme was summoning heroes (using the horn) to fight for you.
Maybe it would be cool to have the option to form groups manually.
I really liked the adventuring aspect, I felt like I was incentivized to help the adventurers so they'd buy more stuff and then I could outfit them better. It was also fun to watch them; I do think that's a different take on idle games. It could be interesting to influence that active play somehow. I liked the leveling mechanic as well.
Super well done, A+!
Awesome graphics, cool idea, great execution, good sounds and music, concept well executed.
Took me a while to beat but after I did I kept going and my gold snowballed into this monstrosity :D

I also got all my heroes to S tier because why not :D

As for the factors that were not very convenient:
- I wished for a bit more control during the team composition stage. If a player has a favorite, they cannot give them a stronger amulet or tell them to be more careful. The only way to prevent their death is to kick them out of the team, but then they stop leveling up.
- The UI wasn't the most user-friendly. It's hard to select a hero to swap them out during the gathering stage - you don't always understand which group a particular hero belongs to or which dungeon they are going to. I didn't immediately understand the hiring process.
- The progression balance of the town seemed quite linear and unvaried. Of course, achieving the current result in just 72 hours is simply amazing, but by the middle of the game, I realized that I just needed to grind out 200 gold to upgrade 2 houses, and I could easily do that by sending crowds of adventurers without really thinking about their success. So, empathy for the characters diminishes a bit, and you simply accumulate gold closer to the end of the game.
Nevertheless, this is still one of the coolest and most memorable games at this jam. I hope the feedback was constructive. Excellent work!
It remains on a high level of finish in every area, so I was keen to keep moving forward with the adventure.
Excellent proposal, congratulations!
I think the only flaw I can see in this is that the fights are very uninteractive, especially after the first few encounters. The choices regarding the building upgrades were also not very clear to me, as there was too much going on for me to be able to focus on the specific upgrades the heroes bought or might have bought. So, gameplay-wise, I feel that there was more potential in this game. But the general idea and the execution are nonetheless really cool to see and I had a lot of fun playing this!

Nice result, guys, despite being on a bigger team size it feels a bit different from other entries on the jam to be honest.
I have only a few gripes with how this stands, and the first two are taste, really. I don't generally like games where you are not the protagonist - I feel the quality of a game is expressed in great parts through agency. In this case I'd either want less of the adventuring screen (and focus more on the management) or have more to do in action (like order a recall before the party wipes, or tossing in complementary healing potions, or prioritizing targets, ...). Also, it's a bit light on the theme, really the only category I can't give you full marks.
The only objective bit of criticism/feedback: there could be a better screen for assembling the parties. Now having to swap or kick a member is tedious, because it is hard to see at a glance what role each character has and how well their level fits with the other members.
Fantastic job!
It hangs in the middle of fights for 5-10s, not sure if it's a bug or an issue with my browser (Opera).
Was some interesting interactions with different parties - when I sent 3 healers, then saw a skeleton and ran immediately.
It would have been nice to see the amount of gold all the time. It would have also been nice to have a UI to rearrange parties - using Swap/Kick was pretty tedious if I wanted to change the parties.
Nice work!
If I had to say something: It took me a long time to finish it as I did not really understand how the dungeon system worked.
thig game already feels complete
I don't know where to start, and don't want to write a novel, so I'll just do a pros/cons list... ^^
Disclaimer: I played the Jam version, I don't know what changes you made in the new one.
**Pros:**
- Amazing music
- Good sound design
- Really nice graphics
- Original and fun gameplay (You don't do a lot of things when you think about it, but you never get bored... A masterclass :clap: )
- The heroes and enemies AIs are pretty consistent.
- The heroes are active in the village, talking, visiting the graveyard... :cry:
- Diablo <3
**Cons:**
- You don't have access to the classes descriptions on your heroes or in the heroes panel, only when you recruit new ones.
- The heroes panel should be next to the horn to allow you to consult it when you're about to recruite.
- When you can't send all your heroes in the cathdral it would be nice to be able to choose which ones gonna stay.
- A better overview of the parties composition could be nice. With 5-heroes-parties it starts to be a little complicated to see who's inside.
- It can be frustrating to see a low-life hero stay in the fight insteed of fleeing... (No idea how that is managed :thinking: )
- I would have liked a little more control on the parties composition, or at least getting extra actions when the heroes count increases. (But that's just my opinion ^^)
- A visual indication of the shops upgrade could be great.
- A more accurate animation for the heroes in the pool would be a must. :rofl:
Great game anyway. I hope you will add content, polish it and publish it, I'll play that with great pleasure.
Although for a jam game it is astoundingly polished and well done, I do have a few gripes with some aspects of the gameplay if this were to go on and become a full game. The key issue for me is that, autobattler expeditions aside, the game sort of plays itself. You should always buy the smithy and alchemist building upgrades as soon as you can, and you should almost always hire heroes as long as you have less than 15. Outside of that the only way to influence a mission's success is to restructure the team, but the kick button relies on having an extra adventurer hanging around and the swap button is risky.
On the one hand I wanted a more consistent way to influence the team formation and upgrade the heroes I liked but on the other hand I really liked the sort of laissez faire approach where the characters buy their own items and form their own teams. I think having a few more avenues to spend gold or ways to indirectly encourage certain team members to stick together would help. If you do expand on this game I hope you're able to retain that feeling of hero autonomy.
That all being said this is a phenomenal entry and my critiques are for a full game, not one made in 72 hours.
High marks all around, and congratulations.
A couple of those were addressed in the post jam version :)
- There are a few different variations of the buildings as you upgrade them
- The heroes now actually soak in the water (and wear swimsuits!) instead of jumping on top of it :laughing:
**Pros**
+ Gorgeous pixel art. You outdid yourselves
+ Voice acting and storytelling, always nice to have
+ The heroes can totally take care of themselves in the city and most times in the dungeons (Coming back to this later)
+ Classes easy to understand
+ Ennemy variety
+ Overall atmosphere
+ Overall good gameplay loop
**Cons**
- Absolutely no commands in the dungeon. I mean, i get that it is the point, I would have liked an emergency exit horn though, with maybe a save system (like in DnD, the heroes throw some kind of dice to see if they can emergency exit safely)
- Lack of control over the swap is frustrating. If i am going to only have 3 swaps, better make them count and actually try to make the best teams I can.
**For the future.**
I would guenuinely buy this game if it ever comes out as a full game, and here is what I would like to see:
- More variety in buildings in the town. I am thinking about separating the upgrade buildingd between blacksmith, alchemist, mage tower or something, archery range.
- Still about the variety of buildings, some chill building like a tavern where heroes can chill out and discuss. I saw that there is one in game, but it currently doesn't have any effect. Maybe by incorporating a post-battle damage or stress system, the tavern would have a meaningful presence (akin to darkest dungeon).
- More classes to play around with.
- Some out of mission training camp. You might be able to send a hero to training, but that would make the hero unavailable for some time. Wait... Something that would be quite innovative, maybe have a tutor - trainee system, which requires two heroes to actually work. The more experienced hero would train the newbie, perhaps the faster the higher his level is. Say you take a S level hero to train a E level newbie, maybe it brings it to C or B, without ever endangering both of their lives. But then you would have two of your heroes unavailable, and one of your more experienced heroes at that.
Then again, you guys did a really amazing job. I am just sharing what I thought and what I would like to see, but you guys do as you wish. This is one of the best games I have ever encoutered in Jams, and it has a real real potential to be a great game.
**Bravo**
Like some other people mentioned, I think it would be great to have a little bit more control over the party during the fights. It would be also great if I could decide more about the group constellation.
But overall you did a superb job. My favorite thing is, that the heroes are doing stuff in this village. They´re chatting or having a bath. That adds a lot of flavor into the game.
My only feedback would be that I didn't really need to swap or think about their stats, all I had to do was just hire people, send them to fight, get rich, upgrade buildings, rinse and repeat, without thinking about anything. So I didn't need to make any decision other than just press the next action required of me.
Regardless, excellent polished entry. I don't know how y'all did it.
===
edit: I forgot to comment on the cutscene at the start! loved the fire and despair!
For the combat phase I wished I could do something as they battled. We play as an old sage, so I though, like a Gandalf, I could send some inspiration for my heroes to fight longer or stun the enemies. I understand this is an autobattler, but I would gladly welcome some form of limited player's intervention, as you don't choose items, or order a formation. On the topic of formation and squads, it was difficult to "manage" parties. I guess it was part of the design to limit swapping, but I often wanted to have "proper" adventuring parties with tank, barbarian, rogue, healer and a mage, but often it wouldn't let me do that and I ended with 2 tanks and 2 healers that couldn't deal any damage but wouldn't die or flee for a long time.
By the way, congratulation for getting featured in Rock Paper Shotgun and fingers crossed for another Dome Keeper like success should you wanted to push this further!

This could definitely be a game on its own!
I loved the different music tracks, also the graphics and your use of shaders to convey movement, the different sound effects, and the different stages of the game.
That King Skull is a tough one, it slayed several of my best heroes!
Great job! Have a great jam!
It was fun hiring the heroes and trying different combinations to fight. The gameplay loop was addictive enough for me to play until the ending. I wish there was a recall button or something to save those barbarians as they always fought until they died.
There were couple of things that were not very clear to the player. One that I couldn't solve was what affected the team size? Sometimes there was 3 ppl parties sometimes 5. I thought I could just fill them up to 5 by getting enough heroes but it seemed somewhat random. Other thing was that sometimes the teams with new people started from the first level, but other times they continued the difficult levels where they had left before.
Other than those little unclear things, the game was amazing and I could have gone on for even longer if there were more upgrades and levels etc.
Well done to the team!
You did so much in so few hours
Make me think of majesty .. great concept !
Congrats
Insane what you managed to do in 72 hours, even by such a large team of full professionals.
Great pixel-art, music that hits right in the feels for Diablo fans, addictive gameplay loop. Quite polished (even though the game bugged and I got stuck inside the dungeon, one player refuses to leave, it seems like they got stuck between two dialogues playing at the same time)
Everyone brought their A-game, congrats!
You should definitely make a full version!
I finished the game, but at what cost...

First of all, graphics are gorgeous, main menu looks pleasing and polished, I appreciate the options for music volume and fullscreen.
Really cool to see the changes in the village. From little details like gold in the chest, to upgrading buildings. There seems to be a lot of attention to detail, honestly you did so much in just jam time... Ofc I see there is a whole team but it's still impressive! Almost feels like I got a full complete game from Steam, just for no money x)
It is pretty addicting, ngl. Can't put it down xD
**Random thoughts**:
- I spent so much time in the village that my FIRST expedition happened on 3rd year it seems?? xD

I *really* like just chillin in the village because it it so cozy and pretty and I love hot springs too.
- Seeing the dudes just jump ON the water was funny as hell, I didn't even add it to the "nitpicks" because it seems like "not a bug but feature" type of thing xD

When one of them came out of the hot spring saying :) it warmed my heart. Aww.
Overall them saying random stuff is super cute and a nice touch.
- Then there is even a cemetery for them, and they go talk to their dead... That's just really sweet. Makes them feel more alive <3
- I play during work breaks, but this game took too long to fit in one break so I kept it open while working (book translation) and the music was actually a fantastic BG for that xD
- I like how I can change the speed with 1,2,3
- Not sure what "hire and sponsor" means, I pay for the stuff they buy?
**Nitpicks**:
- In the village, my character goes through tables. I assume you didn't want them to be an obstacle, but it feels a bit strange. Maybe move speed is even a tiny bit *too* fast, it feels a bit... not right. And at 3x speed old man moves in a completely unhinged speed XD
- When I "enter" the house there, old man just suddenly disappears. These are little details that can be improved (ofc that's not a critique as you did an ENORMOUS job in just few days, just something you might want to polish in the future ^^)
- My heroes also sometimes go through pieces of environment
- Considering how we move around with arrow keys/WASD and interact with E, it would make sense to call off menus/screens that appear with a key also, like Enter, or just also E.
- I summoned my heroes and realised the ones I called in with a horn need to be hired. I hired one, he proceeded to buy himself a staff and chill, I couldn't summon him by the bell xD I guess that's the was it's intended to be but would be nice to be able to add him ^^'
- That said, if I have more than 9 heroes in the village, would be nice to be able to choose who is going to the caves (doesn't seem to be possible rn?)
- Would be really cool to add some interaction in the dungeons, like maybe some events where we have to make some choices, or items that we can choose to take, etc etc. Just an idea for a full release +_+
- Also for more content if you release this game on steam, more building could be added for upgrading ^^ I've upgraded both shops to the max and felt like ok, now the only use for my money is hiring new heroes I guess :)
- When I decided to leave the game, I couldn't call any kind of menu to save or even just quit in a polite manner, had to Alt-F4.
**TLDR**
Huge amount of work done, that's impressive! A lot of art (all the BGs in the caves, the monsters), and it looks fantastic. Our village, our home base really is the place you want to spend time in and chill. It already feels like a complete polished games, but I see a lot of potential for expanding!
*I spent too much time playing this... Sorry for the long write-up >_<*

I'm so sorry i can't be more responsive here, or play more of your games. I wish i could, but we got a big update for our "main game" (Dome Keeper) in the works and i'm very busy with that. Be sure that the whole team carefully read every comment here, or even shared some in the group chat.
The gameplay loop works shockingly well, and coupled with sweetest art and proper ambience it manages to deliver a product of unbelievable quality.
