Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

The Tomb of the King ArcadeusView game page

A short dungeon crawler game
Submitted by fernandolv3 — 2 days, 20 hours before the deadline
Add to collection

Play game

The Tomb of the King Arcadeus's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#103.6673.667
Originality - Does the game innovate or try something new?#123.4293.429
Overall#153.1523.152
Audio - Does the game have nice sfx and music?#183.0003.000
Gameplay - How fun is it to play?#202.6192.619
Graphics - Is the game aesthetically pleasing?#213.0483.048

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Using minigames as encounters was a neat idea and I like the tomb aesthetic.

Submitted

Hey!

What I liked:

  • The graphics! They looked really in place for some kind of mesopotamian grave or dungeon and the greenish/yellowish tone helped transferring the atmosphere
  • The indicated directions and hearts on the ground were something to look for once one knew what they meant. It was something that I could find again in every room. Such small things help selling the game to the player because he "feels" like he knows the rules of the place now
  • You take on asteroids. Usually I only knew asteroids as a game where the ship needs to evade collisions. Having to stop big blocks from reaching the bottom is new to me and I see how that fit into the code of the other 2 games, where reaching the bottom line would end the game :)
  • The level design. You used clear patterns and nice assets to guide through the dungeon. One never felt lost or out of place.

What can be improved:

  • Having to play the same game over and over is not so fun. Playing the 3 games for the first time was fun and having them to play a second time to unlock the hearts was okay. But playing them again in the 3rd room felt like a lack of game mechanic there. To improve this you could: a) add more colors, sounds or textures to the game the more often you play it or b) suddenly have to play the game in 3D somehow or c) change the controls of the game. Like suddenly playing the ball in Arcanoid or beeing the space invaders instead of the ship. Something like that. A general dungeon puzzle would have been okay too. Like having to arrange tiles on the ground or sth.
  • The music catched my attention a bit too much. I think without the high pitched instruments it would have suited the atmosphere better. That's just my taste however.
  • In the first room, I was stuck and could not move when I first walked into the plant on the left, then turned right and walked towards the wall with the game instructions. Suddenly I was very close to that wall and could not move or turn anymore

Overall a nice experience. A bit too repetitive on the minigames, but with lovely graphics and an overall well met mood of some middle east dungeon.

Keep it up!

Submitted

so i grew up with an atari 2600, so other than figuring out how the "asteroids/astroblast" game was not quite either asteroids OR astroblast, these were challenges i could breeze through.

They then got repeaty. Being repeaty is a tricky thing. My own game is repeaty, but my game is grindy, where being repeaty is acceptable.

Making more minigames, which i expect would have been impossible in the time allotted, would be best for making a more finished game where the challenges did not get stale.

Submitted

Playing the minigames once is fine. Twice is ok. I skipped the second stop the rocks because I didn't like the game. Having to play them a third time with no changes was even more annoying. I missed the name until the end as well. Like others I did feel this is more of a collection of arcade games over a dungeon crawler.

Submitted

Nice idea with the minigames, but to linear and what was the upgrafe mechanic here? The hearts? But what did they do?

Developer

Thanks for playing  it. Losing a minigame means losing a life. Hearts add a life. Losing all lifes lead to a death scenario.

Submitted

Ah, cool thanks for clearing that up :)

Submitted

Interesting idea and I agree with most of the comments here :D

Developer

Thanks for playing it!

Submitted

Mini-game were well done. The downside was it wasn't really a dungeon crawler for us. The dungeon was incidental, linear, and just led to the mini-games which were the real games. It was a nice try at doing something innovative in the genre though. Well done for completing your game and submitting it.

Submitted

Nice blend of minigames. I wish moving around was a little faster. Great job!

Submitted

This was very cool! I hate myself for not seeing the pun in the king's name until it was literally spelled out for me. Short and sweet, I enjoyed it. Congrats on the entry!

Developer

Thanks! :D

Submitted

Interesting entry. The movement was a bit slow for me as someone else said as well, but I liked the concept of have puzzles/mini games gating access to other areas. I would have liked to see some out of mini game combat as well, but in general I think it was an interesting idea and executed quite well. 

I'm a sucker for break out style games so I had a great time busting down walls haha

Developer

Thanks for playing it! The initial plan was to make a final boss minigame as a combination of arkanoid and space invaders, but I didn't have time to make it playable. Maybe I'll have time to add it after the jam.

HostSubmitted

What a novel idea to have these minigames as a way to control progress. I like the minigames but the dungeon movement was very slow for me. With some more polish and more minigames this could be a really cool game! Well done :)

Developer

Thanks for playing it!

Yeah, you're right, movement is too slow. Lesson learned for the next year jam: making the movement speed configurable. I should add strafe movement too.

Submitted

https://twitter.com/Gr4uk3n/status/1513881433273782272

Developer

Thanks for playing it! Yes, you are right, I have made a "creative" interpretation of the fighting rule. I'm thinking of trying a mix between mini-games and traditional combat next year

Submitted

There's not enough traditional crawling in the game for my taste, but the execution is solid anyway, I like the look of the minigames.

Developer

Thanks for playing it! Yeah, you're right, I've twisted a little bit the rules this year  ;-)