Natura Disastia by Dedjo0
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 !
| HTML5 (Web) | https://dedjo0.itch.io/natura-disastia |
| Microsoft Windows | https://dedjo0.itch.io/natura-disastia |
| Original URL | https://ldjam.com/events/ludum-dare/49/natura-disastia |
Ratings
| Overall | 353th | 3.806⭐ | 33🧑⚖️ |
| Fun | 598th | 3.548⭐ | 33🧑⚖️ |
| Innovation | 106th | 4.016⭐ | 33🧑⚖️ |
| Theme | 1324th | 2.79⭐ | 33🧑⚖️ |
| Graphics | 144th | 4.379⭐ | 35🧑⚖️ |
| Humor | 613th | 3.154⭐ | 28🧑⚖️ |
| Mood | 316th | 3.823⭐ | 33🧑⚖️ |
| Given | 24🗳️ | 45🗨️ |
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:
In response to the general remarks, yes there is a serious lack of feedback in the game, a lot of buttons don't have any interaction and none all of us follow the same pattern. And also yes, learn all the rules without in game tutorial is hard :/ I think make a complex gameplay system during a jam is a bit risky because it requires time to explain and time to understand... So a big thanks to all of us who persisted and understood this !
@cyndrdev I didn't think of reducing the number of actions per turn, but begining the game with only 3 and grow up to 5 or more could be a great idea !
@achila-eranga-mohottige On which platform did you play ? If it was the html version on itch.io, you have the Unity blue icon which set the game in full screen. But in top of it, you have the itch.io full screen button, but it don't work properly, so I disable it just now. Maybe you pressed the wrong full screen button ?
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!!