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A jam submission

Crypt of the UnspeakableView game page

Venture into the depths for fabled treasure...
Submitted by KPD — 1 day, 22 hours before the deadline
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Crypt of the Unspeakable's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness#662.8583.500
Roguelikeness#782.8583.500
Scope#912.0412.500
Fun#1011.6332.000
Innovation#1041.6332.000
Aesthetics#1062.0412.500
Overall#1062.1772.667

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Somewhat strange game... It's trivial to win. The game "hints" that there is another "true ending". And it looks like the order or amount of enemies killed somehow related to that ending. But there is one huge problem. Level 3. Which is very very slow and makes it extremely annoying to try and find that secret ending. Probably more interesting gameplay was planned, but what we have is very simple and quite boring. Controls are strange. You cannot play with pure keyboard for some reason. And pure mouse is somewhat slow, there is no "run to" function". "Look at" command is very bugged. It's hard to call it "true roguelike" too, there is just too little variety. Upgrade via items that are very simple +1, +2 etc.


    • Completeness: 3. Could have used some balancing. Once I figured out the basic controls, it was pretty much impossible to die.
    • Aesthetics: 2. The on-map sprites are adorable, and the UI icons are nice and crisp, but the controls were rather unwieldy. I couldn't hold down an arrow key to keep moving, and it took me a very long time to figure out that walking into an enemy wasn't actually doing anything except letting them attack me; apparently you can't attack with the arrow keys, you must use the mouse.
    • Fun: 2. I liked the mysterious vibe, but there wasn't much strategy needed. Note, I'm not sure I reached the actual ending, it hinted there was more to discover, but I couldn't figure it out.
    • Innovative: 2. The determinism was interesting, but it didn't really benefit the game, from what I could tell.
    • Scope: 2
    • Roguelike: 4

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Comments

Jam JudgeSubmitted

I'm not sure I fully understood the mechanics playing through this...the first time I played I killed a creature and got a sword. But then every subsequent time I couldn't defeat the first monster again...I seemed doomed to die.

I did like the pixel graphics in the dungeon map! 

Developer

Thanks for playing!  I'm not sure what bug you hit there, but the first floor should be identical for every playthrough (the monsters you slay determine the seed for the next floor), so I suspect (and some light testing confirms) that you should be able to consistently kill that first sword-holder every time.  I wonder if some deeper bug is rearing its head here :(

Jam JudgeSubmitted(+1)

Hi - I think what I ran into was a interface issue. I was clicking on the sword to "activate" it, then hitting up on the arrow keys to walk into the monster, thus cancelling the sword usage (I think). The first time I used only mouse, which is what made the difference. I played (twice) again now using real controls and collected a few trinkets...though apparently there might be more that I'm missing. I tried a run where I kill everything, and another where I mostly avoided monsters...I suppose there might be some other dimension I'm not taking into account. Thanks for responding to my earlier comment!