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Dungeon Walker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #319 | 3.550 | 3.550 |
Visuals | #335 | 3.850 | 3.850 |
Overall | #552 | 3.292 | 3.292 |
Innovation | #578 | 3.200 | 3.200 |
Audio | #594 | 3.150 | 3.150 |
Gameplay | #635 | 3.100 | 3.100 |
Enjoyment | #951 | 2.900 | 2.900 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You only walk home... inside a dungeon... Honestly, what could go wrong? (I was told there was cake)
What code and assets did you not make from scratch during the jam (if any)?
Visuals: I used Synty Assets for most visuals (and a Unity Package HEAT UI)
Music: Pixabay (https://pixabay.com/users/deuslower-45666444/) (Sadly no time for making a good track myself).
SFX: Ocular SFX Bundle for most of the sound
Code: I wrote almost all of the code completely myself (I did use 1-2 snippets I found online and reworked them, such as a "flickering light script" which was ~20 lines of code).
How many people worked on the game?1
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Comments
I liked the jeff's axe, though it took me a while to figure out how to pass it
I love the graphics and the UI is actually insane, especially how there's save files and a leaderboard. Very impressive!
Wow, Very polished UI! Very interesting idea, I like the way you covered the theme. Very good job!
Best UI I have ever seen in a game jam.
The game itself is unfair af (I like that though) and you really weren’t lying when saying it’s a rage game :)
Very polished game and UI. I think the game will be better if each trap has better sign or way to distinguish from enviroment or maybe a small note about each trap after you died.
Rage game for sure, but I couldn't entirely tell how to avoid some thing, like the super fast spinning axe or the fire mage torch. Something like that is very important, and not sure if it's intended but on my third run the dungeon looked completely flipped or different entirely, if that is intended that makes trying to remember where the traps are and saving progress completely moot. Was actually kind of nice to see the Synty assets. I don't think there's an issue with people using them, they're good assets.
Hey, thanks for your comment!
Now that you mention it, I should have probably sticked to one layout (layouts are randomized each run and you unlock new, easier layouts with more deaths to reward the player for playing) until completing a run once (if not start at a completely different difficulty level), because the difficulty curve rn is way too steep and the ceiling is pretty flat for that (as mentioned in other comments). Thanks for the feedback!
Tips:
You evade the fast spinning axe by hugging either wall.
Tampered torches have a shadow behind them (Unity doesnt portray them right when they are looking in a parallel direction of the hallway somehow, I tried fixing that multiple times. All of those in parallel direction to the hallway are tampered tho, so its basically a rule too.
Hope you'll try again and set a record on the leaderboard! ;)
I'll try to give it another go, I don't know about a leaderboard though haha
Visuals are good and concept is great ! However i did not understood what triggers the spike trap, it got me every time haha! Good job for this game
Haha thanks!
Dropstone triggers when you walk directly below it. The hitbox is actually quite fair, you could walk between 2 diagonally placed dropstones ;)
I'm glad you were able to submit your game and that I got to play it but it is just not the type of game I enjoy nor is it a great genre for a game jam. Your prime audience are people that are short on time and need to feel the fun upfront or else there's not a chance for them to experience everything you have to offer. Had fun for maybe a run or two then it just got tedious.
Very true, thanks for playing my game and the feedback!
Nice work! IMHO the game is a bit too cruel, I think it lacks checkpoints
Thanks for your humble opinion haha!
I realized the learning curve is very steep, but afterwards the skill ceiling is pretty low. Playtesters that have sticked through it got consistent good times! (I do die often myself, especially to those annoying dropstones haha!)
I finally get the chance to try your game! Cuz, I somewhat can't play it yesterday :)
The idea of the game itself is unique, and I get the concept of the theme you're trying to implement!
Tbh, I can't help myself but quitting after several tries :(
It'd be fair if you make some checkpoints in the game so the player won't get frustrated so easily, and it also would make a great little goals throughout the gameplay journey, cuz, some traps you put can't be avoided at all (for example, the crazy axes).
And... are you supposed to be killed by torches? lil confused right there the first time I played XD
Just personal thought: it would be great to be played in third person :D
Hey, thanks for the feedback!
I was fixing a lot yesterday, so you've probably tried to play at a time where nothing really worked haha!
I did realize that the learning curve is way too steep and the skill ceiling is pretty low for that.
All obstacles can be avoided, while some are less obvious or have easy hitboxes, some might seem onavoidable or have unfair hitboxes. I might release an easier version later, or introduce some kind of tutorial level haha!
Hint: You can pass turbo spinning axes by sticking to either side of the walls!
I like the atmosphere of the game, but the sharp spikes falling from above aren’t very fair to the players. I don't know how to dodge them.
The first part is very difficult indeed, I myself often die to the dropstones! Every layout is tested and possible though, some more difficult than others. If you need the right mood for trying, look in the settings menu, I've implemented several moods ^^
The game was really well put together! I am terrible at rage games, and I didn't realize it was a rage game until my second or third death...
Personally, it would've been a lot easier for me if it was just one level to learn... Dying to some random thing and having to restart with a fresh level was definitely rage-inducing. Oh wait, I guess that's the point :-)
Thanks a lot!
I've come to realize that most ppl want to quickly play a lot of the jam games, while the steep difficulty curve of Dungeon Walker in its current condition is making the experience bad for these short sessions! :(
There are about 27 layouts for the hallway part, while there are only 8 for the second part, afterwards its basically just "get to the end, get a good score".
love the visuals
Rate mine, i already rated u. plssssss
I left a comment ^^
Definitely the best main menu I've seen in a jam game. Nice game!
Thanks a lot! While I did use a package tbf, I did tweak a lot, changing layout, functionality, added (almost) full german language support (it's more tedious than you might think)!
Hey guys, will release a video devlog in the next weeks, stay tuned!
Nice game. For a solo dev, really well done. The UI is really good, nice models, liked the animations of the objects.
Thanks a lot! I am particulary proud of this one, having made it in only ~4 days ^^
The deaths were humorous but got tiring after dying to the same thing 10 times. I mean it is a rage game tbf
The UI was pretty slick, though. Nice visuals and sound design too.
To be fair, I did put 70% of the demo in the first part. Behind the hallway, you'll find a more simple and open layout. Once you reach that stage, speedrunning becomes a bit more realistic. Once you have vaguely memorized the 27 possible hallway layouts, it's fairly easy. With more deaths, more easier elements get added to the pool, so it only gets better ;)
Thanks, I was really proud of this one, as I spontaneusly decided to participate at day 2 or 3 of the jam!
Very cool game! The graphics are amazing and the main menu is top-notch.
I've found the game too much hard for me. As I started to remember the pattern, more showed up, and then the map got flipped. I couldn't pass the first stage no matter what. I did enjoy and there is a big potential. It's like the rage 2D platforms but in a 3D style.