Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

MonsoonView game page

A dungeon-crawler roguelike about the duality of traveling worlds!
Submitted by DarkMoves — 12 minutes, 16 seconds before the deadline
Add to collection

Play game

Monsoon's itch.io page

Results

CriteriaRankScore*Raw Score
Theme - How well does it incorporate the theme?#243.7274.167
Gameplay - How fun is it to play?#1092.9073.250
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#1172.9073.250
Overall#1173.0113.367
Audio - Does the game have nice sfx and music?#1382.6092.917
Graphics - Is the game aesthetically pleasing?#1482.9073.250

Ranked from 12 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

Nice implementation of the theme and cool mix of puzzles during the day and combat during the night. Sadly, I was defeated by the pillars with the laser beam since the beam went off at odd angles and didn't seem to hit the other pillars. The more I rotated the weirder it got, to the point where the original beam hit nothing, but I had another two beams bouncing from two independent pillars at odd angles :(

Submitted(+1)

The variety of weapons to choose from seems cool, the use of the theme is good and I'm enjoying the puzzles but the game consistently glitches after I pass through the grid opened via killing one monster in each of the two room, when I either try to open the chest (then the Choose your reward screen appears but I can't choose and the descriptions don't appear) or click on the puzzle board with the 4 figures (then I'm facing big texture problem).

Thanks for sharing.

Developer

thanks for the feedback and sorry you had to experience that, truth be told we had some huge issues about 3-4 hours before submission, issues such as having 2 levels but the transition from level 1 to level 2 not working at all... I ended up single handedly copy pasting every element of the first level into the second one, which is why the last part of the game seems a bit more thought through than the first one, it was supposed to be the tutorial lmao

The weird textures at the end are also the result of overlapping both levels when they weren't meant to. We just had too many ideas (rogue like items, combat, cursed items (?), world transitions with changing assets, puzzles, quizzes) and too little time. We'll try to tunnel a bit harder into having a base mechanic next time before trying to expand with our big heads haha

Host(+1)

Nice little game. I enjoyed crawling around and I like the puzzles. The movement worked well. 

Marble madness! It would be nice with some texture variety :)

Submitted(+1)

Great job, the World was kinna wierd but I liked it. Well played ! 

Submitted(+1)

An entire world built... from granite countertops.

Some of the things I interacted with didn't seem to do anything.

The monsters just sorta stood there, and I felt like I was fighting a green bar.

But its a solid start.

Submitted

Great work on this entry!

I loved the overall concept and puzzles.

That said, the camera is a bit stretched out / disorienting.

Thanks for sharing your work :D

Submitted(+1)

Interesting puzzles, interesting concept. There are some technical issues I am sure you are well aware off.

  • The combat is okay but white text on a light gray background is not easy to read.
  • I was surprised that I could not walk backwards but that is fair enough. 
  • The transitions are also a bit too slow for my liking. That is not a big deal and easy to solve/customize.  
  • After a while the "sun" wall textures are a bit hard on the eyes but this is of course very subjective.
  • The FOV is a bit extreme to a point where it is really difficult to estimate distances. I guess you wanted to show the tile where the player is standing on, which is very helpful to see if you can strafe to either side. Instead of using this large FOV I suggest to look into "Lens shift" that you can enable in Unity's physical camera. I m using this in my game with a FOV of 60° without distortion. 
  • I also noticed some slowdowns in certain view directions, I have a hunch that you don't use static batching and/or occlusion culling, both will help your performance a lot if you mark static object/walls as "static". 

TL'DR

There is potential in here, hope you don't abandon the project.

Submitted(+1)

Really nice variety of items and puzzles. The gameplay is simple but well executed. Realy liked how most of the time there isn't an obvious choice when picking a new item.

Navigation is quite clunky however. The large fov combined with the repeating texture make movement nauseating at times. Missing the options to move back or strafe was also a pretty hard downside.

Nice work overall, nice way to treat the theme while being very faithful to the old crawlers.