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A jam submission

Dungeons & Deceit (Jam Version)View game page

You should have rolled for initiative faster...
Submitted by impstudio2024, Dávid Groniewsky, Gabriel Pando, JackleBox, Ikkiren, careware, tukierownik — 22 minutes, 39 seconds before the deadline
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Dungeons & Deceit (Jam Version)'s itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#3023.6453.645
Audio#3733.2043.204
Innovation#4073.0973.097
Game Design#4763.1403.140
Overall#4973.1083.108
Theme#6782.7962.796
Fun#7042.7632.763

Ranked from 93 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
After a certain number of moves, enemies storm the level and the player must find their way towards an exit.

Did you write all the code and made all the assets from scratch?
We used: PhantomCamera addon by Marcus Skov (MIT License) and TileBitTools by dandeliondino
Also, the coins present in the jam release are from the Brackeys' Godot platformer tutorial video, the asset is from the Four Seasons Platformer Sprites pack.

The rest of the code and assets were all done from scratch throughout the seven days of the jam. No AI tools were used in the process.

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Comments

Viewing comments 81 to 62 of 81 · Next page · Last page
Submitted

I dont know how to hit the enemy, but the game look promising

Submitted(+1)

Hey that's a nice submission, good job! I do agree with LightningGrey, since you have to "spam" the arrow keys it feels a bit underwhelming and slow. Maybe with some visual feedback, for example animations for movement and attacks, it would feel more complete. I understand the design choice of turn by turn game and I think it's a very nice idea, though right now you can simply rush toward the end staircase and call it a day. Maybe having some sort of puzzle could be interesting and give more purpose to be quick and chose your path accordingly. For example, if we go with the classics, you have a lever to activate to activate the exit point. I think there is potential :P

I saw that you were working on fixes, eager to see more! Congratulation on the game and hope for the best ^^

Submitted(+1)

Nice game, the aesthetic was cool and I like the concept of the game. The movement and combat did feel on the sluggish side though, I think the game would have felt better if things moved a little quicker. I also feel like it was pretty easy to make it to the end without summoning the big spawn of enemies, I only experienced it two or so times, maybe I didn’t notice them though. Great work overall!

Submitted

a cool concept and consistent art! I did find some levels I could just ignore enemies and go straight for the exit. Lots of potential so good work!

Submitted(+1)

The artstyle is awesome!! As others have said, I think there needs to be more with the combat, why would I use any weapon besides the bow? And also it seems like there is nothing gained from fighting monsters so the best path was always to just rush the exit. But I really really loved the graphics and sound and the gameplay could be quite fun akin to crypt of the necrodancer! A lot of potential here, excited to see it pursued. Great work!!

Submitted(+1)

Really nice game! :D

I love the concept! Everyone knows impatient dungeon masters are the most dangerous creatures...

The graphics are very fun, and the turn mechanic is very in-theme to DnD.

Fighting the monsters tho revealed to be suboptimal, so I just ran all the time.

I noticed just a few strange things here and there, like how sometimes the enemies hit me through walls or after dying (I think that's what's happening, I took a few random damages mainly during the labirynth level), and how sometimes weapons don't hit at their range or are not very clear how to use.

Overall, a very nice idea with potantial, would love to see it expanded, like when the game Master enrages adding hazards to the map, or changing the layout, or something else entirely!

Submitted(+1)

Great game! Agree with comments lower feedback from combat is lacking a bit, but overall really cool entry, thanks for the game!

Really interesting game! It reminded me 90's computer games. Very nice art and transition details. I just did not understood the combat system.  The audio is also very very good. Hope you keep up with this project, it has potential.

Submitted

Nice game but the combat needs some improving

Submitted

decent game just a tad broken lol. nice work!

Submitted(+1)

(●'◡'●)

Nice.

Submitted

I still don't know what happened:

- Enemy attack: Again reapeting others there is no feedback, I don't know what enemies attack patterns look like or when they are attacking it would be great if there would be at least like a slash effect from the enemy and it would show them walking onto the player and bouncing back so I can actually see who is attacking me and from where.

- Attacking and moving: I feel like making it that the player automaticly attacks when an enemy is in the range is a little wierd and feels a bit cluncy, as what if I am running away from an enemy and an enemy turns a corner in font of me and between him and me there is a hole, my character will stop to attack the enemy in fornt of me that enemy will jump into a hole and the one chasing me will stab me and kill me... I think making it that the player switches between attacking and walking on his own would be cool, and instead of needing to walk in a direction already it could be that the player needs to skip a turn to start attacking or something.

- Bugs: Now I don't know if it was a problem with sprites missing or with how the grid based movement is set up but I swear enemies are either using bluetooth to attack me from affar like 5 squeres on a diagnal away, or if some are just invisible.

Submitted

I liked its retro style and art, but I think the combat system is a little clunky for me. 

Additionally, I found the music to be a little unbalanced in terms of volume.

Still, it's a great job, I think it can continue to be polished to make it a great game! :D

Submitted(+1)

Cool dungeon crawler. The level layouts could use some work since the player can beeline it to the exit and generally ignore most of the combat. Would be nicer with sfx feedback. Wish the theme was more apparent / emphasized more

Nice work by everybody

Submitted(+2)

I enjoyed the combat i just feel like there needed to be feedback cause i would get hit when i thought i should be hitting. Still fun and with small update i would enjoy more

Submitted(+1)

I liked the art. Combat gave me no feedback, so I had no idea if I was hitting or getting hit. Nice work!

Submitted(+2)

Love the pixel art. Gameplay was novel, like the turn based idea. I did have some trouble with the menu UI where I had to click well below the play button to activate the button, but I got through that. Good job!

Submitted(+2)

This was a lot of fun! The graphics were great, and I love the little portrait of the DM!

The gameplay was novel and quite interesting. In the end I found the best strategy to just run straight to the exit of each level, ignoring the enemies and weapons as much as possible. It felt like a bit of a shame playing that way though, as the combat system was pretty cool; I really liked the idea of picking up different weapons with different attack patterns.

Oh and I love that the end screen was a playable level as well. I found it hilarious when the enemies started spawning. :D

Submitted(+2)

Love the retro style, just rated your game if you could rate ours that would be wonderful 

Submitted(+1)

It has big board game vibes, maybe it should be a dungeon crawler board game? :3

Viewing comments 81 to 62 of 81 · Next page · Last page