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Trinket Tinker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 4.051 | 4.051 |
Controls | #2 | 4.161 | 4.161 |
Graphics | #2 | 4.774 | 4.774 |
Audio | #6 | 4.032 | 4.032 |
Accessibility | #7 | 3.548 | 3.548 |
Fun | #13 | 3.968 | 3.968 |
Originality | #24 | 3.935 | 3.935 |
Theme | #38 | 3.935 | 3.935 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.5
Wildcards Used
Hardcore
Game Description
An autobattler where you control which trinkets are slotted in each equipment!
How does your game tie into the theme?
The player "forges" the equipments by choosing which trinkets are equipped
Source(s)
-
Discord Username(s)
Geminimax
Participation Level (GWJ Only)
5
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Comments
This one is well thought-out and well-polished. My compliments on the interesting game mechanics, five stars for originality!
This game looks great and has so much polish. The sticker-like characters look awesome and it's fun to figure out what trinkets to equip and where.
Looks phenomenal and is fun to play
A ton of fun. Feels like a fully polished game. Insane work.
The mechanics felt unique and challenging in a new way. Optimising your equipment to land one shots was extremely satisfying.
Only thing I didn't love was the lack of information on elemental effets / weaknesses. It forced me to try stuff on the fly, which made the preparation part of each round less useful.
This is insanely polished for being done in only 9 days, actually can't believe it, especially since its done by only one dev. I beat the first boss and thought the game was over lol. It's crazy all the mechanics there are, incredible job
Took me a while to realize the help button was multiple pages of help XD but this game was a ton of fun and I really like the graphics
Very cool effort in a jam! The title screen itself is worthy of the final game version! Very polished overall with the UI, art and sound. Tips were helpful. Got started with playing it pretty easily, so that speaks a lot for the UI. Really good equipment forging mechanic. Have to think about where to equip each trinket. Liked the anvil forging mechanic to recycle trinkets. Although I felt the trinkets were getting used up way too quickly. The various enemy powers were intriguing. Would have liked to know what the different elements mean (fire, air, water, etc.) Eg: Is fire good against freeze attacks, etc. Maybe these element interactions are standard in these games, but I'm not too familiar, and like it to be spelled out. Got to the first boss twice and lost. Overall this looks like a promising concept that can be expanded on. All the best!
I agree with the comments below. Sometimes I wished for a fast-forward-button, but I appreciated the breaks between the fights. I liked the general idea and how you interpreted the theme of the jam. The design and sounds are absolutely great. I really enjoyed your game. Great job!
Super awesome game!!! The art was amazing, and the polish along with the sounds were very well thought out! Loved seeing the progress of your game in Discord.
Looks great, plays great, but it kind of felt like the forge mechanic wasn't as neccesary to play the game
How so? The only thing that you can do in the game is "forging" your equipment by choosing the trinkets, so I'm confused on how it wouldn't be necessary. Thanks for playing!
It's just that the first couple battles I wasn't really using it and still winning
You mean as in you didn't equip any trinkets, or that you did not use the anvil?
My main interpretation about the theme is that by choosing the different components that compose your equipment, you'd be "forging" them. The anvil is indeed a secondary mechanic, that while also very important, isn't as necessary as choosing your trinkets. You can progress a little in the game without using any trinkets, but only in the very start. Things get very challenging as the game progresses, even with strategic use of each component.
Anyway, thanks again for playing , and thanks for the feedback!
Ohhh that's what you meant, I'm sorry, I was talking about the anvil haha
Incredible game! I can only really reiterate the comments below, but I really enjoyed the artstyle and gameplay here, so cool to be able to swap out trinkets at any time while combat goes on. I was already thoroughly impressed by the end of the first world and really didnt expect there to be even more trinkets and enemies. Fantastic job!
Thanks for playing! I'm quite happy I managed to make a second area. The original plan was to have 3, but I'm sure you know how game jams can go hahaha. Glad you enjoyed the game!
Ooooo, fun strategy game! Game is super polished and a healthy length! Only feedback I could give would probably be maybe for a fast forward button. I noticed that when I lost, I kind of wished to speed up some of the rounds since I knew how to easily beat specific enemies.
Regardless, great entry!
Thanks for playing! The fast forward button is a great idea, and I actually had the backend implementation for it, just didn't have the time to create and UI. Maybe I'll add it after the jam ends, thanks for the suggestion.
Visually beautiful, the controls are smooth af and the game is fun. I have nothing much to say ahah, except that the final boss is very hard! Super solid jam entry, well done!
Thanks for playing! I agree that the boss is very hard, even I have a hard time playing against it sometimes. Did you manage do defeat it?
Unfortunately, i didn't. But i got SUPER CLOSE once.
Gorgeous UI and character designs! I really enjoyed the flow of this game loop. The trinket customization is really cool and adds a lot of neat interactions. Excellent work!
Thank you! My favourite part of the game was finding new combinations to deal with certain situations, so I'm glad you enjoyed that too!
Great game! The art music and UI all go well together to create a polished and well-made experience. I had fun with this one.
Thanks for playing, I'm glad you had fun!
Awesome work. First time through I didn't notice the big ? button, so I was a bit confused. Might have been a good idea to pop it up at the start for first time players.
Rerolling the low charge trinkets is a cool solution to the problem of running out of them!
The elemental weaknesses weren't immediately clear even with the tutorial button, as others have pointed out (except for the fire guy, that was pretty obvious :P)
I was sure everyone would see the big button, but it isn't as obvious as I had thought. I think guinding the players to it at the beginning would be a way to help people learning the mechanics, thanks for the suggestion.
I also completely forgot about putting the elemental chart on the tips, I had played the game so much that I had completely memorized them and didn't think it would be a big problem. I'll fix this after the jam ends.
Thanks for playing and thanks for the feedback!
Ok... wow.. I havent played many games yet. But I might just call it here. This is going to be one of the strongest contender there is. I loved EVERYTHING about it (You get a 5*, you get a 5*, everyone gets a 5*).
Off the top of my head, chronologically.
- The mouse tagged parallelBG
- The cozy music.
- Fits perfectly with the cozy artstyle.
- The intuitive UI (I followed its development you posted on GWJ discord). The sword and shield slots made it clear.
- The golem CATCHES ON FIRE.
This is a commercially viable project right here! Sublime Entry, very inspiring.
Edit: Oh if I had to add one thing. I would have liked it if the tutorial screen threw out the info all at once, on a bigger canvas. I have a goldfish memory so I had to keep flipping the page to remind myself what each thing did!
Thanks you, it warms my heart that you liked it so much! The tutorial idea is a good one. The tutorial button is actually a bit of a rushed solution, as what I've really wanted to do was an interactive tutorial for the first time players. Unfortunately I didn't have the time for that, but maybe I'll update it after the jam ends.
WOW, the art is incredible! I found the game a bit complex, but very well-rounded and polished. I must admit, we had thought about doing something similar for the jam, but found it too complex. You guys did an amazing job implementing it within the timeframe!
While implementing most of concepts wasn't that hard, the most challenging thing I had to face on this project was finding ways to make all of the different mechanics clear to the player. UI work can be very hard! Thanks for playing!
Very nice looking game with good sound effects. Battles were fun. Although the forge mechanic was not explained. And I also liked the logo very much!
Did you perhaps miss the big "?" button? It explains (most of) the mechanics. I guess I should have forced the player to click it on the first playthrough. Thanks for playing!
No I didn't, but the UI wasn't suggestive of forging two items and hovering over it didn't show us a tooltip either. Also the mechanic itself was somehow unsatisfying, at least for me. Otherwise the game was great 😃
Can you elaborate what you found unsatisfying about it? The mechanic is mostly a way to use your single charge trinkets, instead of just losing them. You can also use it for rerolling trinkets when you got a lot of duplicates or in other situations, but it's supposed to be used in this way only on specific scenarios. Thanks for the feedback!
I know it's a game jam and not all the features have to / can be perfect and my opinion is a personal opinion, maybe right maybe not. But I thought forging two basic trinkets would give a combined/stronger version of them, not only reroll. And also at first I thought it was for repairing trinkets with no charges left.
Interesting concept and all-round nicely created. Seems like it would be really great as a mobile game with its touch and drag-and-drop controls :)
I found the instructions in the ? and they helped a lot, but I could not really figure out the combat system/elements - so I didn't know how to get better at the game/beat the boss. T_T
lovely art
Thanks for playing! Yeah, I forgot to put the elemental chart in the tutorial button :(. But they're fairly intuitive I believe. Water beats fire, fire beats earth, earth beats air and air beats water. Elements are also resistant to them selves. It's also very important to pay attention to each enemie's passive and to prioritize them depending on how dangerous can they be.
ahhhh I thought it would be Pokémon-esque but I didn’t think the rule changed during defence and they would resist themselves
anvil-rnjesus only granted me fire so it didn’t matter after a while 😂
thanks for letting me know! :D