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A jam submission

TRIA SIGNA: initionView game page

A card puzzle. Find the right triples and unlock new powers climbing through the stages.
Submitted by True Fun Of Dev — 6 days, 16 hours before the deadline
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TRIA SIGNA: inition's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#1083.3543.750
Controls / UI#1352.9073.250
Sound/Music#1532.6833.000
Art / Graphics#1672.9073.250

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

AI Assisted

Genre

Puzzle

Mystery | Advenure

Rating

Family Friendly

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Comments

Jam Host(+1)

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

Wow, this is a cool game! It made me feel so dang smart! I'll admit I didn't get much into the condition symbols and instead just focused on trying to do the ascends, but once I started to understand what I was doing it just felt so dang good!

That said, I'll admit that it took me a while to understand what was going on, particularly with fuses. I didn't understand how the fuses worked at first. It took me a while to realize that what fuses did was always output something that the two fused pieces didn't have while retaining whatever they shared. This might have been explained in the tutorial, in which case I think the tutorial should expand on it more by making the player do more of it so they can observe multiple times what's going on, letting them see multiple fuses to better establish what's going on. Otherwise, I worry it can get lost very quickly.

There are two other things I think would be beneficial for the game. First, the player should be outright told that they can only have one of each full piece type, which I'm going to refer to as cards for writing simplicity. I had rounds where I'd be drawing the starting cards, only for one card to just poof away into another and for me to draw a new card. I didn't understand what was going on. It wasn't until I was starting to figure out fusing and ended up fusing a duplicate, which then immediately was absorbed into the first one, that I realized what was happening. I assume the reason behind this is because if players tried to fuse those two, they'd come out the same. So making it obvious to the player that you can't have duplicates would help a lot. To go with this, any time the player draws a card and it's a duplicate, there should be something to inform the player that they got a duplicate and are getting a new card.

Another thing I'd like to see is a function to sort the cards you have. One thing I was repeatedly doing while playing was manually sorting them to keep colours together before ordering them by number and then shape. This helped me better grasp the cards I had and allowed me to think about the combinations I could make. Along with a sorting option, you could also put in a Shuffle button that puts the cards in a random order for those who would benefit from that sort of function.

Other than these things, I got nothing. This game is really solid and I want to play more! If I was ending my stream right now, I'd be doing that!

Developer

Thanks! I’d love to see the VOD. It’s my first time seeing live reactions to my game, and it’s been incredibly valuable.

The game does have a rules screen that explains sets and fuses with limitless examples, but I’ve realized that most players don’t engage with it — which is on me, not on them. I tried to keep the tutorial compact, yet it’s still causing issues. Based on overall feedback from this jam, a level-based system that guides the player through the key mechanics seems like a sensible direction.

Not mentioning the duplicate card rule was more of a deliberate design choice — there’s a talisman that lifts this restriction, along with associated achievements. That said, your point about making it clearer still stands.

And yes, watching others play made me realize that sorting features are needed. Thanks for calling that out.

I’m really glad the game left such a positive impression. Looking forward to the link to the recording!

Jam Host(+1)

Apologies for the delay in sending this your way, but here is the VOD: https://www.youtube.com/watch?v=ndlhLaIbbZE

Developer(+1)

Thanks so much for playing, and for the kind words about the game! And thank you for putting together this jam — getting to see live reactions is genuinely priceless. I came away with a lot of insight into what to improve.

Submitted(+1)

Hey, I play this on stream yesterday! Here is the recording: 

I immediately recognized the Sets influence! Definitely had a lot of fun once I realized the goal of ascending symbols, but then once that goal was completed I felt there wasn't really a reason to continue. I think it would be really cool if there were other challenges to complete other than endlessly ascending. The fuse mechanic was really cool (I am a sucker for fuse mechanics) and made a ton of sense for this game. Felt like a really solid foundation for a puzzle game to me! 
Developer

Thanks for the feedback.

Indeed, the rule about ascending signs in the correct order is a recurring source of confusion. You’ve given me the idea to add a small hint that clearly shows which signs are ready to be ascended.

Your comment about points not being essential for ascension is valid, even though the game does feature high scores and achievements based on points.

A puzzle mode was part of the original concept but didn’t make it into this initial version. In general, greater gameplay variety and a sense of progression seem like the key areas for future development, should the game continue to evolve.

It’s great to hear that you see potential in this concept — that makes me feel optimistic.

Submitted

Yeah, for me, points for points sake is not interesting. That is why I pretty much ignored them. I would be far more interested in the puzzle/challenge direction of this game than the roguelike point gathering direction. Just feels like that wasn't adding anything to this game, at least to me. 

(+1)

I really did like playing this. That being said I don't think it's for everyone. I go through nonograms daily, and I used to do other puzzles like sudoku, connections, wordle etc. I do feel like it has a lot of that same kind of vibe, like a daily puzzle you do. That kind of crowd might enjoy it.

I was a bit slow to understand that you have to ascend symbols in order of singles, doubles, triples; I don't know if that could be explained more carefully but I am more than willing to accept that I just misunderstood when I went through the tutorial the first time (I went back to confirm and figured it out the second time). 

Maybe consider moving the amount of discards left to the player as a number on the discard pile itself. Same for number of draws available after discarding or merging, maybe have it as a number on the draw pile. Not sure how the number for fuses would be adjusted, but just a thought.

One thing I would think about though; I'm not sure if the overall goal of ascending all symbols/colours/numbers is compelling enough -by itself-. I was reminded to stop cause I had other games to go through, but I was also just about realising that I was more playing round by round, and targeting ascensions was just incidental. IE "oh I have a double orange circle tile and a single yellow triangle tile prime for ascension, I guess that will be the target for this round"

https://www.twitch.tv/videos/2864192081

Developer (1 edit)

Thank you very much!

Yes, the game definitely isn’t for everyone, so I’m glad you enjoyed it. It was really valuable for me to see a live reaction to the game — while watching, I kept wanting to suggest a good move!

The ascension system is a holdover from the original concept and was tied to a narrative element that didn’t make it into this version. Your comment gave me an idea: perhaps it would be better to highlight the signs that can be ascended, rather than the ones that already have been.

I did consider adding indicators for the draw and discard piles above their respective locations, but also struggled with how to handle the fuse mechanic — the current version is the result of that process.

As for overall progression, I’ve started thinking the game needs something like a level system, where the early levels could be very simple, helping the player grasp the mechanics. There’s an implicit choice in the game: focus on points to unlock more options, or focus on ascension to progress faster. Right now, however, the game lacks the narrative context that would give the ascension mechanic real meaning.