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A jam submission

The Shattered Sigil of HarmonyView game page

A grid based dungeon crawler made during the Dungeon Crawler Jam 2023
Submitted by LutzGrosshennig (@LGrosshennig) — 4 days, 16 hours before the deadline
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The Shattered Sigil of Harmony's itch.io page

Results

CriteriaRankScore*Raw Score
Audio - Does the game have nice sfx and music?#84.1744.174
Overall#233.7043.704
Theme - How well does it incorporate the theme?#433.4783.478
Graphics - Is the game aesthetically pleasing?#453.8703.870
Gameplay - How fun is it to play?#553.3913.391
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#593.6093.609

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I just cheesed the entire boss combat. 0 damage taken on the boss but 200+ on the soldiers.

There are some places where you get viewport locked and you could be off the grid.

Had fun juking around.

Submitted(+1)

I saved Cyronia.

I like the fast movement, movement feels rights and ending  with a final boss always gives a feeling that's you've really completed a game that a player. The enemies don't have too many hps and make some damage when they hit so the combat works and there are some welcome extra presentation features like the voiced congratulation line at then end.

Good job, thanks for sharing.

Developer

Thanks for saving Cyronia, Champion!

Also thanks for playing and the feedback.

Submitted(+1)

Liked how classic this crawler is. And the voice acting is nice. Passed to the end, but could not kill the bearded boss in the parallel world. Can he be killed? :)

Developer(+1)

Yes, you can kill him. It is just not a very well tuned encounter. Make sure not to disengage him as this would reset his HP and you would have to start all over again. Also you can time your attacks to the moment when he attacks, this will cause his attack not to land. If you need time for the potion cooldown to come down, you can run circles around him. I changed a lot of the AI already so in a post-jam build combat should be more enjoyable.

Thanks for playing and the feedback.

Developer(+1)

I forgot to mention: You do not need to kill him. He is kind of optional. He would award you with enough rift energy to switch back to the first reality and give you a damage boost but you can get the energy from the other mobs/chests. The final boss will be in the first reality but you can not go directly to him as there some objects blocking the access. So the path is basically: collect rift energy in the first reality. Go to the barrels that block your way (there will be a voice over). Switch realities, collect rift energy go to the next blocking objects -> switch realities and defeat the evil and reforge the sigil.

Submitted(+1)

I know it. I beat the game. :)

Submitted(+1)

I loved that you have voiceovers for most of the stuff in the game :) Also a solid dungeon to explore with a final boss was a good cherry on the top of a game.

I felt a bit confused with teleporting/rotating stuff, as dungeon itself was a bit repetetive and I was lost a couple of times not being able to discern different parts of a dungeon. Combat system felt weird as you can stun-lock enemies, or otherwise just dance around them not getting any hits. I ended up using 2 potions overall before beating the game.

Developer

Thanks for the feedback. Let's say combat in the jam build does not exactly work as intended ;) The stun lock was an oversight and not intentional and wont be possible in a post-jam build.

Submitted(+1)

Excellent game which deserves a full score!

It's beautiful, it's dynamic, it's fully completed, the audio really launch into action and we feel speed and ready to kill some enemies. There are secrets, the first enemy lead us to undertstand quickly how to play, there are voice, fun traps and decent boss.

The only things that were troublesome was not being able to see the health of the enemies, and also the mini boss who had an armature issue (it was generating red planes going in all direction and blocking the view) though for a one week of work, this is a bug that is definitely too minor to affect the ratings.

Excellent work!

Developer(+1)

Yes, the mini boss. I was experimenting with some cloth on the character and I should have not. There are some colliders missing and this causes the red arbitrary geometry being generated in the windows release build. It does not seem to happen in the WebGL build.

I disabled the cloth simulation as it was not really making much of a difference anyway and will upload a new version once the upload  limitation is lifted. This will fix some other issues as well.

Thank you for playing and your kind and encouraging words.

Submitted(+1)

The game was enjoyable. I nearly died against the first enemy, but after I realised dungeon dancing was the answer it was a much smoother experience. Solid graphics and audio, and fun gameplay. Great job!

Developer

Thank you for playing and the feedback. 

Submitted(+1)

This is awesome, nothing to say, this is perfect. Gg ! 

Developer

Glad you liked it and thanks for playing-

Submitted(+1)

All the stars.

Nice "ombiance" with the music and the lighting.

Good snark from the voice acting.

I think next year we should have a "Meadow Crawler Jam".

Developer

Hehehe. The "sunny meadow crawler jam 2024" all games must contain bees and butterflies at all times.

Glad you could get a chuckle out of this, thanks for the kind feedback, appreciate it.

Submitted(+1)

The game was going great until I clicked the crystal button at 100 and it locked up and I couldn't go anywhere. It happened while I was facing a chest and I got a voice of "I can't do that here", then the whole screen went black, I could still hear enemies and use my buttons but not see what was going on. Before that happened though I was having fun.

Developer(+1)

Ah yes, the unfortunate "void" bug. The game was checking if there is another object at the same location in the other reality. If there is something (npc, barrels, etc.) it does not allow the switch, but the state isn't reset entirely (last minute changes..) and the next time you want to switch realities it will place you at the opposite offset, placing you into the void. I fixed this bug (among others) and will upload it once uploads are enabled again.

Thanks for playing and I am sorry for the inconvenience.

Submitted (2 edits) (+1)

Voice acting! Snappy movement! Shadows! Staby staby! What more could you ask for in a game!

Also, music is exciting and sound effects are satisfying.

I absolutely loved this romp through a dungeon!

SPILLIN’ BLOOD!

Only real downside is that the AI is pretty easy to outsmart and the enemy animations are a little off. But, I really didn’t mind at all. I like feeling good at game ;)

Developer

Thank you for your kind feedback and thank you for playing.

I wanted to do a lot more but had to cut some corners at the end.

Submitted(+1)

There are still some bugs and combat is a bit repetitive. But the idea of changing dimention to overcome obstacles is nice. The voice is a nice touch too, it contributes to the atmosphere.

The game crash when I hit 'restart' (memory access out of bound) on the web build. Nothing to stop me from playing though.

Keep the good work :)

Developer

Thank you for your feedback. I am looking into the crashes and the mini boss issue others encountered. 

Yes, combat is a bit dull but I ran out of time at the end and had to cut features like everybody else.

Loved the artwork of your Notebook Dungeon.

Submitted

Yeah, one week is short to make a dungeon crawler xD... I'm curious on what you originaly planed for combat? Are you still working on it?

Developer(+1)

I actually wanted an stat based combat with +AP, +hit,+crit, dodge & parry ratings but this would tie into an stats/inventory/equip/item system and that got axed (pun intended). I already have some code from my other project but it needs some changes/adjustments.

Currently I am enjoying the content of the other jammers but I do plan to release an updated version with bug fixes and some enhancement after the upload is enabled again. There is no title screen yet and I want the user to be able to select between animated transitions or instant step by choosing between two different pairs of boots and other stuff.

But no promises.

Submitted

It was nice little dungeon dive to save the world. :)

I had no idea what I was doing most of the time, but somehow i found the endboss and defeated him. Fighting felt a bit one-dimensional, but its not that long, so it wasn't a problem. The voice-over was funny and the music fits well. Graphics are nice, but the dungeon looks a bit too sameish everwhere to I was lost most of the time wandering the hallways. Overall it was an enjoyable experience. :)

Developer (1 edit)

Thank you for the feedback! Yes you are right, combat could use some more depth. 

For the "sameish" look: I wanted to give people a chance to explore some of the level and as Zooperdan once said: "Give me a reason to get out pencil and grid paper".  I guess you cant really please everybody's taste. I do see your point tho.

Submitted

Seeing one of the enemies often gave me a graphical bug (AMD GPU) but most of the time it worked flawlessly. The enemies sometimes hit me even though I was some tiles away, that was a bummer a little bit. Didn't like the jumping of the enemies from tile to tile.

There are two different bosses or not? Is the dimension the deciding factor which one you get?


Developer(+1)

Thanks for the feedback!

Yes, the mini boss is located in the other reality and you have to switch realities in order to get to the final boss because the direct path to him is blocked in the initial reality. Beating the final boss will win the game.

That the enemies can hit you even though you are tiles away is actually a bug. The hit/miss/damage calculation when the impact is triggered by the animation uses the players initial position when the attack was initiated and not the current tile. Its really one line of code to fix that.

The smooth transition of the npc was on the todo list but did not make it in the build, same goes for the options and instant step movement.

Unfortunately I do not have a AMD GPU at my disposal to check the missing textures and surplus geometry you where seeing. Which build did you test, the WebGL or the native Windows build?

Submitted

The native Windows build!

Developer(+1)

I asked someone to test it with an AMD GPU and he confirmed that this happens in the Windows build while being in the secondary reality near the (optional) mini boss.

The funny thing is, only in the native windows build but NOT in the WebGL build. I'll guess it could be shader related but I'll have to debug thins on an AMD system.

Submitted(+1)

Really weird - in one of my games I also had problems only with my AMD GPU and only with newer drivers, Intel integrated and NVidia worked fine, dunno what is the problem there. Thankfully it didn't crash and was still completable, so that's certainly a plus :)

Jam Judge

Hey there! That also happens with NVidia GPUs, using a GTX 1700 here.

Developer

Hmm that is weird, thanks for reporting. 

Does it also happen in the WebGL build? And I assume you are in the second reality when it happens?

Nvidia 30x0  series seem to be fine. I wonder if this is some undefined behavior inside a shader. Have to investigate this on a affected system.


Thanks for investigating it.

Developer (1 edit)

There seems to be something funky going on with the mini boss in the 2nd reality but only in the native windows release build. 

He is optional after all but he does give +100 rift and a nice damage boost.

Developer(+1)

I found the problem. The mini boss use  some cloth simulation and was missing some colliders, causing the (red) cloth to generate arbitrary geometry but only in the release build. I guess something like this happens when you do things the first time. I removed the cloth simulation for now (I guess I need to learn more about it) and it was not adding much anyway. So once the upload block is lifted I will upload a new build.

Submitted

Great!

Submitted(+1)

Loved the voices and the general feel of the game! Enemies were rather easy if you can circlestrafe or are in a long hallway, so I had a few dozen potions at some point lol because I didn't need to heal. At some point I just started ignoring enemies just to explore faster. I found the final boss but he just wouldn't die after circlestrafe hitting him for what feels like an eternity, so I continued exploring thinking I may have missed something, stacking more potions.

However, I ran into a gamebreaking bug. I tried to do the duality port in the big bad's arena, and it didn't let me. So I went outside his cage and did it again, but then it teleported me into a black void where I can still technically move (as in, the sounds play and the compass directions change when turning), but nothing happens... Oh and restarting the game via the menu caused a hard unity crash.

So I refreshed the page, gave it another go, slaughtered enough enemies to buff my damage into the 20 range, then finally killed the big bad :D in hindsight in my first playthough the boss had like 1hp left or something when I bailed lol

Nice game! Very disorienting and I had no clue where I was going since everything looked very samey. The duality rift mechanic was interesting but I didn't use it a lot. I'm one of those "I might need it later" people so I used it maybe 5 times in total across both playthroughs.

All in all I enjoyed it! Looks nice, feels nice, sounds nice, just needs a bit more variety and (for me) a bit more challenging combat. Good job!

Developer

Thank you for the feedback, really appreciate it. 

Well, you will get a bit stronger with every kill and for killing the mini boss. So killing a lot of mobs will help killing the final boss.

As for being not able to switch realities, there is a check to see if you would teleport into a mob or other blocking object. Perhaps I should give more feedback as to why you cant switch.

I'll look into the black void port and the crash, after all there was not much time for a lot of testing and balancing.

A lot of the fun stuff (traps, triggers, doors) and such I had to postpone. Sadly also the main menue where you could choose between instant step and transitions did not make it into this version.

Submitted(+1)

Great, fun and very classic dungeon crawler! The enemies almost "teleporting" from tile to tile is as grid-based as it gets. The animations were so well done. I loved the voice quips. "Why does it always have to be dungeons?!".

Definitely  and a good implementation of the duality theme. I also read the stretch goals on your page and can definitely see where this game could have been with just a bit more time. I hope you continue working on it!

Submitted(+1)

Man, those models, textures, and animations are fantastic.

Submitted(+1)

Yay I saved Cyronia! 

Interesting use of the duality mechanic to bypass obstacles in the different realities, I think that's a great use of the theme and meant that I had to explore and build up that meter to progress (I think).

Music, SFX, and VO were all on point and contributed a lot to the atmosphere. I liked the final narration over the win screen, very epic and high fantasy.

The combat effects were nice and juicy, I mostly just traded blows with enemies and I thought I was going to have a problem until I ran into a bunch of chests right after another and also found the illusory walls so I ended up with a ton of potions by the time I got to the boss. I did have to disengage from the boss to give my potion timer time to reset, but then I didn't have a problem as I think I got him stuck in a stun loop.

Overall a strong entry I think, looks and sounds good and fits the theme well. Great work!

Developer

Thank you for saving Cyronia Champion! Well done.

Submitted

Very complete, lots of polish. I really like the camera shake. I found the enemies were very hard and they could hit me from several squares away. All in all very impressive.

Developer(+1)

Yeah unfortunately this is a bug. For the hit/miss/damage calculation the wrong position of the player is used. It is the initial position of the player when the attack is launched and not the current position when the impact is triggered. The fix is just changing this one line of code. However it currently makes combat more difficult then intended.

Thanks for you kind feedback, I really appreciate it.

Submitted

Visuals and audio is great: models, animations, voice lines... Movement is very smooth and faster than I expect (which is good for me) but  I don't really understand how combat should work. I generally use hit and run tactic but enemies can hit you even you are pretty far from them, probably damage is bounded to animations and not distance, which makes this playstyle unrealible.

Developer

Thanks for the feedback. I just looked into the issue and you are right. The hit/miss/damage calculation was using the initial player position and not the current position. It's an easy fix but I don't think I can upload it until ratings ends.