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Crumble:Curse of the Time Orb's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay - How fun is it to play? | #28 | 3.667 | 3.667 |
Graphics - Is the game aesthetically pleasing? | #90 | 3.533 | 3.533 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #134 | 2.667 | 2.667 |
Overall | #148 | 2.600 | 2.600 |
Theme - How well does it incorporate the theme? | #159 | 1.667 | 1.667 |
Audio - Does the game have nice sfx and music? | #161 | 1.467 | 1.467 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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As others have said, this is honestly far better on basic fundamentals of dungeon crawler movement/mechanical interactions than many of the entries I’ve played. I don’t think that’s a bad priority at all, though it may have hurt it here as rated as a jam entry. When you keep in mind that a lot of underlying system work can be recycled, I could see you putting out a beast of a game if there’s a Dungeon Crawler Jam 2024…
Would agree that the lack of sound is particularly unfortunate.
As a smaller bit of feedback, I think the wall brackets for torches are too hard to see, as I initially missed the first one I was supposed to use.
Thank you for the review the encouraging words.
This was my first game jam, and my most successful/realest attempt at a game in about 20 years, and first foray into 3D graphics.
This ended up with less than 1/2 the mechanics I had planned at the beginning of the week and about 5-10% of the content. Overall, I was really too ambitious. So much time was spent figuring stuff out in the Godot/Blender/Tiled and I realize I had too high of expectations for level of participation from the rest of the family. I learned so much this week that (if retained) I figure even starting completely from scratch, I could probably reproduce the current tooling and game by the end of the first weekend.
Zooperdan has another jam planned for first week of September that he will be providing all the resources for. I'm already planning to take part and am planning to actually take the week off of work to do so. I hope to have a contender
Regarding the torch sconce: You are not the only one to have that problem. I had a couple friends play through it and I think only one noticed that sconce on their own, and that was with the inventory fixed where holding a torch cast some light. I have since improved the lighting and that has I feel a dramatic impact on visibility.
I'll be posting an updated version some time tomorrow with the UI/trapdoor bugs fixed, the improved lighting (actual shadows) and a bit of polish on some other components. I know it isn't actually a clean test considering you already know the sconce is there, but if you had the time to take another quick look, I'd greatly appreciate an independent confirmation on whether the improved lighting was sufficient to remedy that particular issue.
Cool little puzzle game! Unfortunately inventory wasn't working for me and puzzle started including item management :) Overall nice game with some cool ideas like torches and scrolls placement.. things. Cool!
This is a good base for a puzzle game, I like that!
Simple, short and efficient, and I liked the little suprise at the end allowing to see the test chamber where all features were tested;
For bugs, well I got soft-locked twice. I deserved it the first one because I returned without the orb which I didn't found but couldn't return to the dungeon because I've managed to steal the torch of the tutorial I wasn't supposed to carry with me! (take that master for telling me I should not take it with me :P) but for the second time, I've just been too slow to cross the trap door... and it re-opened itself before I could cross it... So without the iron key respawning I was unable to go further!
But at my third attempt, no soft-lock this time, I've completed the game and enjoyed it!
Good job!
yeah, that trapdoor reopening after using the keys wasn't intentional. Thanks for sticking with it until the end.
I have a new build ready to go with the relevant bugs fixed and a lot of polish of existing mechanics (lighting is dramatically better, you can look up/down through holes to other floors, keyhole is more than just a sticker on the wall) but no significant changes to content. (you might notice a few minor differences in the test room if you return there)
I have a lot of dungeon components to add and to finish combat, and to include audio before I return to dungeon layout, but I do intend to stick with it until I have a finished game that will take more than a minute to run through :)
Anything inspired by this one game will always be worthy of attention, what's there is promising, it seems you've already done a lot of work when it comes to interaction with items and environment, and I hope you'll build up further on this.
Congratulations and thanks for sharing.
This entry I think nailed the look and feel for this type of game, but personally I think the lack of audio and the bugs brought it down a few notches.
The world interaction was great! Being able to take and place torches and have it affect not only the lighting but doors and trapdoors was really cool. I especially liked the trapdoor puzzle sequence where you have to follow the specific sequence to make it to the other side. Felt like something out of Legend of Grimrock (which is a complement for me anyways).
I also liked some of the other interactions like having to click on locks while the key is being held, or having to take damage to progress. This latter part actually helped it feel like the dungeon had a mind of its own imo, even if there seems to be no health bar.
Sadly I wasn't able to finish it, got screwed up by the bug with the trapdoor reopening after using the key on it. I know you already know the issue with it though so I'm confident that will be fixed.
Also it's sad the inventory ended up not working because it looks really cool from the preview screenshots, though I do also agree with another comment saying it may not be needed if there's no combat or healing.
Anyways I liked what I did play, I hope you polish it up a little bit after the jam, nice work!
Wow, thanks.
This was heavily inspired by Legend of Grimrock (especially the trapdoor path). I actually played it again just the week before the jam. I really went hard with building support for that interactivity into the core of the game and I think it is the bit I'm most proud of. Every (or nearly every) interaction you can have with the dungeon can send signals that any other object might be listening for to trigger something.
Most of the known bugs in the this version have already been taken care of or were related to temporary shortcuts to get something submitted on time and won't make it through to the next real iteration of the game so not worth taking the time to resolve.) I will be uploading a new Jam version once we are allowed that just has bug fixes and polish, but no change to this version's short mission.
I'm not certain what comes after that as far as when/how/where stuff will be released, but I will be continuing development. It won't be at a "game jam" pace though. I have a whole bunch of puzzles I want to implement and the overall feedback I've received on it has been inspiring.
Oh man… I want to love this entry. Looks and feels solid. Do you plan to continue working on it post jam? Would love to play it again when it is more complete.
Thank you for the encouragement. Yes, I do plan to continue.
I'm not really familiar with how itch works (this was my first jam), but I think you can either follow me or follow the game itself to get updates if you are really interested.
I didn't get very far but I enjoyed what I saw. This needs to be finished post-jam :)
Thumbs up for nailing the perspective view.
I wish the arrow left/right turned instead of strafed.
Thanks for playing and the encouragement.
Perspective was easy. I just believe it was Korandor that commented on discord fairly early in the week with with a couple simple images and what FOV would be used to produce each. I just selected the one I liked most :)
I do intend to continue development on it. I'll share my progress on the discord server.
It's a real shame that it's not really that complete! I actually really like the exploration and the interactivity mechanic in this game, it's kind of like an immersive sim in that respect!
I like how this dungeon has interesting obstacles to go around, it still manages to be pretty varied and memorable to travel around without a minimap.
However the lack of finish is kind of killing the game, lack of music is actually fine for this in my opinion, but the inventory doesn't seem to work? Also unlike @apoly I was not able to figure out the keyhole bug...
There's also some weird lagspikes around some interactions, and I'm not sure why that is.
I'm sure with another week this could be something pretty good!
Thanks for playing and thanks for the feedback.
Inventory issue was caused by my lack of experience with Godot and how it determines what resources should be included.
Explicitly load a specific file? yep, we'll include that.
Load all resources in a particular folder? Nope not in...
I actually had it resolved within a few minutes of the submission deadline.
If you don't mind taking the time sharing... which interactions caused a lag spike for you?
I'm going to focus on playing/rating the other submissions for now, but I do intend to continue working on this. Adding combat, a dozen more types of interactives (levers, buttons, pressure plates, etc.) and sound...
I would have to replay to more specifically catalogue the places I noticed, but I do believe trying to use the key on the keyhole (clicking on it) seemed to freeze my cursor for a little bit.
I assume trying to load or instantiate something may have been an issue since it's pretty clear graphics aren't a problem.
interesting, that is not what I was anticipating. The only time during game play any objects are instantiated or destroyed are when an item is dropped/thrown with the right mouse button(instantiated) or a dropped item is picked up (destroyed) otherwise stuff is just moved around. The keyhole doesn't even actually destroy the key. it is just another container like the alcoves or sconces...
It's a real shame that it's not really that complete! I actually really like the exploration and the interactivity mechanic in this game, it's kind of like an immersive sim in that respect!
I like how this dungeon has interesting obstacles to go around, it still manages to be pretty varied and memorable to travel around without a minimap.
However the lack of finish is kind of killing the game, lack of music is actually fine for this in my opinion, but the inventory doesn't seem to work? Also unlike @apoly I was not able to figure out the keyhole bug...
There's also some weird lagspikes around some interactions, and I'm not sure why that is.
I'm sure with another week this could be something pretty good!
I was able to complete it, but you need to drop iron key before the keyhole, return for the orb and only then use the key and escape. Unfortunate bug, but game still could be completed with this workaround.
Got the two keys, opened the two doors, got the orb, but unfortunately I fell through the trap door just after the doors and before the teleporter. And that trap door never closed again. I might've done something wrong :(
that trapdoor reopening was actually a bug, the default behavior for trapdoors is to automatically reopen after a delay. there is a setting to make that happen only on demand, but that particular property didn't get imported from my layout tool.
I hoped for a lot and got less. The game has a lot of potential, but the lack of audio just made it not fun to play. I don't think you actually need the inventory it is easily doable without it. I really like the graphics though. Overally it was somewhat fun to play
Lack of music and sound effects is my biggest regret with it. (Even more so than having to cut combat)