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Trap Temple's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #21 | 4.263 | 4.263 |
| Accessibility | #36 | 3.316 | 3.316 |
| Overall | #44 | 3.515 | 3.515 |
| Controls | #46 | 3.447 | 3.447 |
| Graphics | #57 | 3.553 | 3.553 |
| Originality | #60 | 3.579 | 3.579 |
| Fun | #62 | 3.237 | 3.237 |
| Audio | #72 | 3.211 | 3.211 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.1
Wildcards Used
Are we Baddies?, Side effects include..., A Capella
Game Description
"Trap Temple" is a puzzle game, where you're the ancient spirit of a temple, trying to kill of the explorers that roam around.
How does your game tie into the theme?
The theme is "Expedition" which we see from the standpoint of a place thats being explored.
Source(s)
N/A
Discord Username(s)
princesspizzacheese, noitcani, _gaabs
Participation Level (GWJ Only)
1, 10, 1
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Comments
Very cool idea and execution! Well executed puzzles with the rock/paper/scissor nature of the adventurers vs the traps.
Thanks for playing frequency!
On hindsight, you're right! There was indeed some rock/paper/scissors matching of traps to adventurers! Our game designer came up with the idea from the get-go and we quickly built the concept around it!
Very solid puzzle game, love how you paired the theme and the wildcards to take a unique perspective. The spritework is great, I love the three adventurers (though not enough to spare them). I really enjoyed the music as well and how it changes based on your performance. The last level provided quite a challenge but I got there in the end. Now my treasures are safe...
Great job!
Thanks for playing system, and for sticking thru with it all the way! You can rest easy now knowing no more pesky adventurers will raiding your temple.. any time soon at least.
Thank you for your kind words! Our artist and sound master will be very pleased :D
Solid puzzle! I particularly liked the limits on tile placement to prevent analysis paralysis. The art and sound were also very good, especially the characters. I also liked that there were multiple solutions in a few cases, it might enable some design space with extra challenges rewarding the use of a minimum set of pieces. Lining up multikills with the dart was fun.
Good job on the game, keep it up!
Thanks for playing Bobbi!
Yes we restricted the trap placements for the scope of this jam, to allow for predictability and deterministic level designing, though as many players have kindly suggested, more autonomy would be great!
Very happy to hear that you like the work of our artist and audio master, they would be thrilled to hear your feedback.
Between you and me, the dart trap was my favourite too. Something satisfying with a piercing shot :D
An interesting approach to the expedition management :) Enjoyed your game, thank you! The process is engaging and fun. I keep guessing, what is the speed of the expedition? Is it one tile per second?
Thanks for playing Peak
The explorers and timed-trapes (sans the spikes) moved on different time-scale (on hindsight now, this was not a good idea). Originally, they were both set to move at 1sec ticks, which was why I didnt think much but to wire them to their independent Timer Node with intervals of 1sec. We eventually decided to speed up the explorers, which got them to move at 0.75 seconds ticks, but ended up not tweaking the timed traps to match.
Loved the challenge that this puzzle game brought! A few of those traps really put ya on the edge of your seat hoping it would hit the intended target. The sounds really put you there too, trapped in the temple as an entity trying to wipe those explorers off the face of the earth
Thanks for playing saquon! Yes I think an unintended bright side to the unsynced trap-explorer movements made it unpredictable, even to me during testing, whether the traps will hit or not xD Glad you enjoyed the sounds that our musician put together while trying to match the acapella theme!!
Very interesting ideas. It's clever how every mechanic follows the logic of the setting. It's an enjoyable short puzzle game. A good improvement, mentioned below I think, is that the timers should be more transparent. Good job everybody!
Thanks for playing Wobble, and thank you for your suggestion about the timers too!
What an original take of the puzzle genre!
Loved the whole premisse. The controls were easy and using the first few levels as tutorials felt smooth. The visuals were clear and and beautiful.
Only gripe I had was that the timed traps should be based on turns, not seconds. Seconds seems to not align perfectly with the number of steps, making choosing a timer for timed traps placed far into the dungeon harder than it should. Spikes seems to be on steps (one on one off) and they worked better.
Congratulations on a solid entry.
Thanks for playing Dancovich!
Indeed, the issue here is probably that our turns were based off an export variable of 0.75 secs. Sharp eye in catching that the spikes were the ones that were in sync with the explorers movement. Initially it was synced to the timed traps time-scale (1sec), but we felt that the explorers were moving too slowly. Letting the traps tick down based on the same scale would indeed make it more predictable. Thank you for your feedback!
Is that fricking Lara Croft? Love the temple vibes, suprisingly tricky this game :o
Thanks for playing Quarti! No that's probably her cousin! Our artist named her Laura haha!
Love the reference to temple rush! The overall style and feel of the game is very cohesive and the art ties everything nicely as a cool puzzle game. I may have run into a bug on Level 7 where the boulder appeared to crush the last guy (or maybe it was an off by 1 second, but at that point I'd tried the level a good five times so I'm not sure). I think having a level progress meter to show how close we are to winning would be great, maybe also remembering the duration each trap was last set to so we can more easily tweak the timing for retrying levels! Great job ^^
Thanks for playing Buff! Sorry about the bug, we'll have to look into that! But you were close! Level 7 was the last level we prepped for this game jam. This would have been apparent if there was a level progress meter indeed! Thanks for your suggestion!
I like the concept a lot, very fun puzzle game even though I am not the biggest fan of counting seconds. I also thought seconds should be rename to turns or moves. The art gave off a flash game feel which I think is great. I love the use of vignette effect and Godot lighting, this is the first game I saw using them. Nice game, very fun.
Thanks for playing Nori! Agreed on the alternative to change the timing mechanic to turns instead!
Sharp eye in noticing the Godot lighting! I am completely illerate in shaders so i had to cheat out the vingette effect using those. I really liked the day-night cycle in your team's game, which i recall to be a cover overlay change? You can consider using Godot lighting nodes for the transition too !
Very cool concept! Agree with the comments on quick restart and trap timing, it was frustrating to know what needed to happen to solve the puzzle but then have such a long time left before I could make it happen.
Thanks for playing Cartlidge!
Ah yes i understand the feeling. Sometimes when testing I might miss out configuring a trap w the correct timer, and end up having to redo the level, only to forget another one else where xD
Nonetheless thank you for your patience in playing thru it!
It was a really good puzzle game and the timing mechanic worked surprisingly accurate. Calculating the time needed to hit precise targets felt really good :)
Thanks for playing khalynin! Im glad you liked the trapping mechanism! Theres definitely improvements we can make to increase the precision!
This was fun and really challenging! Getting the timing just right on the traps and making sure it got the right targets was really engaging! Very good visual style as well. Great job!
Thanks for playing Atomic!
Glad to hear you enjoyed the process of trapping the explorers! Our artist will be very happy to hear your compliments!
This was a fun idea!
Agreed with the other comments here that the key things I would have liked to see were a quick restart option and the trap timings matching the movement ticks. The difference in timing made it difficult to directly reason about, and made it frustrating that I had to re-place the traps when the level restarted, since I often just wanted to change a trap timer slightly. It would also have been nice to be able to place the traps anywhere along the path, as it was it felt like I rarely had any really choices other the timings.
All of that said, this is still a pretty complete game that’s pretty entertaining all the way through, so nice job!
Thanks for playing square!
Yea on hindsight the mismatch in time scale is jarring! Adding in more options for trap placement might also make the game feel less onRails!
Thank you for taking the time to leave such a comprehensive feedback!
The idea of your game is super unique and the puzzles were super cool. I had the feeling that the steps are not tied to the activation timers for the traps which made it really hard to first try some levels. Cool game, keep it up!
Thanks for playing Meka!
Our game designer very quickly came up with the concept after the theme reveal and we had fun bringing it to life! Indeed, on hindsight, it would have been better to tie the timing of the traps to tile ticks instead of timings! Thank you for your feedback!
Great idea and execution! I do agree with others about the quick restart (especially since the timing works mostly on die & retry). I also found it disconcerting (in a good way!) that the hit shake (and blood effect) is used as a positive thing here. It's nice to see it flipped around. (and how used to things we are)
Thanks for playing Vivvian!
It should have occured to us that a game requiring iteration should have a quicker way for players to retry, thank you for the feedback.
Hope the "gratuitous gore" wasn't too disconcerting for you (we're the baddies, after all) :D
Hahaha no but I found it interesting to see how we're so used to that effect being seen and felt as a negative :)
Great entry! As someone stated already the timing could be taken on when retrying a level. And I would loved more options where to put the traps. Anyway really liked the game, good job!!
Thanks for playing arctia and for your feedback! Indeed, QOL implementation like a quick-retry and more flexible trap placement should have been something we built in! Glad that you still enjoyed the game!
Nice idea. Would love to see a more polished version. I agree with the other comments on wishing for a quicker restart option. Personally I'd also prefer a bit more freedom in placement of the traps. Much of it feels like you just need to get the timing of the timed traps right, while the others just go in their preset spot.
Thanks for playing Dragon!
Initally the traps were free placement! But we found it a bit hard to structure the levels, and we were worried players may get softlocked!
The first few levels were intended as tutorials, but if
we were to expand the game, we would definitely add more placement freedom, and even preset traps that players need to work around.
Thank you for your feedback and suggestions!
I really like this concept! When going through the tutorial I thought there might be too many mechanics for me to remember, but it was actually really intuitive when I got into the action.
The art is really impressive for just nine days.
I agree with some of the other comments about timed traps being inconsistent. I think I encountered a timing-dependent bug, where sometimes the animation would look like a boulder had clearly hit someone, but it wouldn't register as a hit.
I really liked figuring out which trap to use to kill each person, and where to place them. If you could cut down the amount of fiddling required after that moment of realization, I think this would be a super engaging game.
Thanks for playing nate!
Our artist Pizza will be thrilled to hear that you like her work!
Glad you enjoyed the mechanics! There might have been some hitbox issue linked to the timing implementation, but we hope that you nonetheless enjoyed trapping the explorers :)
It would be nice to have a quick reset button to not have to wait several seconds before retweaking the traps. The timings didn't seem synced with the tile space movement which led to unexpected results.
Thanks for playing Jaime!
A way to reset the stage when its a clear lost cause would be handy indeed. Timing the traps to the in-game ticks would have been a better code implementation!
Thank you for the feedback!!