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

Solid Dungeon CrawlerView game page

Literally crawl through a dungeon. Use traps instead of normal combat!
Submitted by Kreekakon, Traggey, n0mi — 6 minutes, 38 seconds before the deadline
Add to collection

Play game

Solid Dungeon Crawler's itch.io page

Results

CriteriaRankScore*Raw Score
Design#1353.8543.854

Ranked from 48 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

Viewing comments 20 to 1 of 28 · Previous page · First page
Submitted

Nice game, it has all the elements to make it a real game. Just polish it a little more and ship it!

Developer

Really happy to hear that you think so of our game!

I enjoyed the polish of having voice acting and a game that explains how to play it. I don't really feel like it fit the theme of the Jam "what mechanic was missing?" and the crawl mechanic added didn't feel unique, and placing lasers as primary combat felt more like the main mechanic than crawling. Still fun to play and that was worth something.

Developer

Thanks for the response! Our initial thought process for the theme was that we wanted to create a dungeon crawler that used traps as the main means of combat instead of offensive abilities that originated directly from the player.

You know, you actually are right and it fits the theme of the Jam better than expected. But the title of "solid dungeon crawler" and the description "literally crawl through the dungeon" just really frame it to be about the crouching, not the laser traps. It misdirected my focus away from your cool take on the genre, to a small supporting mechanic, if that makes sense.

Developer (1 edit)

Yeah I would've liked to put more into the title catchphrase but it's meant to be a really short sentence and explaining the game any longer would result in the sentence being cut off on the submissions page. I may go rethink it a small bit though.

A more detailed breakdown is on the game page itself!

Submitted

Really cool art and voice acting! I'm not sure if it's just my crappy computer but it feels kinda unresponsive. Really cool otherwise! 

Developer(+1)

Thank you for the response! Don't worry, you're not the only one who has reported performance issues. It might be potentially more demanding on lower end machines and we were unable to even realize that it would cause a problem since all members of our team were on medium to high range computer hardware.

Submitted

That's okay! Next time I think you should try to make it as easy as possible to run.

Submitted(+1)

This one has gorgeous artwork!
The mechanics are entertaining too. My first problem is that if you fail in the first level, you have to sit through all the dialog again.
The biggest problem - this game doesn't really adhere to the theme. It's still extremely well done, congratulations!

Developer

Hi, thank you very much for the praise! Our artist is incredibly happy that so many people love his artwork so much!. Skippable dialogue as many others have brought up (With we ourselves also agreeing that it would be great) is definitely something we realized in hindsight would be a very welcome addition to the game but unfortunately did not have the time to implement or realize its benefit.

As for the theme, our thought process was that we wanted to create a dungeon crawler game that didn't have the usual combat which originated from the player and instead needed to use environmental traps to do the killing instead.

Developer

Use the following link for a .zip version of the game if you are unable to use .rar files!

Solid Dungeon Crawler .zip file

Submitted

Nice work guys.

I really liked how polished this game is. Played till the end of it. Having in mind that you raised the bar high, here are a couple of good hearted comments for what could have been even better:

- skippable dialogue is always preferable no matter how good the VA is

- enemies were a little on the easy side. didn't have to stealth even for a second. if they have a little more punishing AI (like following you if they see you) and even harder enemies on the next levels (with faster bullets) "crawling" might become more crucial than to just go into shafts and duck below beams. You could actually use it for more stealthy tactics when enemies are hard to outrun. 

- boss battle was cool. but some how the boss stopped attacking me at one point and I just had to wait for the beam  for 2 mins to kill him. Probably a bug.

Besides that I'm amazed by the polish made for 48 hours. For that you get a five!

Submitted

The amount of polish and attention to detail is stellar.  This is absolutely incredible, and I hope to see you in the video!

Developer(+1)

We're really happy that you liked it so much! Thank you very much for the praise!

Submitted

Very impressive game. This team clearly but a lot of time and effort into this; probably the most polished game I've seen in this jam. You should know that the viewers watching this during our stream were amazed by it. I mean, come on! Voice acting?! The genre, art, and sound design all work really well together.

I don't really have any complaints (though I am really terrible at this type of game so I didn't get far) - my only nitpick is that I wish the dialogue was skippable. As I said, I'm terrible and thus had to repeat the beginning several times.

Developer (1 edit)

Thank you for trying out our game! We worked really hard on this game and it's awesome to hear that you were impressed so much by it!

I also did go back to watch the VOD of your playthrough of the game on Twitch. I was regrettably unable to join in during the stream itself since mobile Twitch was acting up, but it was still great to see you try it out with such high praise to go along with it!

And yeah, in hindsight the ability to skip dialogue would've definitely been a welcome bonus addition to have in the game. It was mostly not in there due to a combination of time and it actually never crossing our minds that someone would replay it enough times for it to be a significant quality-of-life feature haha.

> Solid gameplay

> Solid enemy AI

> Solid voice acting

> Soiled my pants at the boss in laughter (Ha ha ha.. ha)

Was a pretty good game - simplistic yet intuitive gameplay, a tutorial system which stated everything clear and simple, topped up with some great pixel art graphics. All in all, a very enjoyable, basic "pick up and play" game. Levels are short and sweet, have an easy to navigate layout, and the boxes aren't too well hidden but that's a good thing since they are easily accessible.

Kicked the bucket 4 times, but it was a great experience all up. For a 48 hour time constraint, the team produced a remarkable piece of art and I would easily recommend it to anyone interested in trying out something quick.

(1 edit)

(edit): I was was wrong. Didn't pay enough attention in my first play-through. Pretty good game. Thanks for making it!

I like the game, but I feel like the game's design isn't really focused on it's core mechanic.

The core mechanic being setting up traps and activating them. That's the main unique mechanic, it's in every level, and that's what the boss fight is testing you on. However, your score in the levels is judged by how many treasure chests you find, a task that can be completed without killing anything. Also, until the final boss, you only ever have to kill the game's first enemy with traps. In every other scenario, you can just sprint to the chests, then run to the exit avoiding everyone. The safest, fastest, and generally most effective approach is one that completely avoids using the game's main system.

Sneaking past everyone is the main goal in Metal Gear, and the game is built around it. In your game, it's the main goal, but the core mechanic is centered around dispatching enemies.

I like your game; it was fun and very well put together. It's just that your inspiration (MGS) and your unique ideas (Laser traps) didn't really line up with each other.

Developer

Hey! Thanks for the feedback, not sure what you mean by you being able to run past everything, the doors to the next level don't open up unless all the enemies in the level are dead.

Developer

Hmm, yeah can't replicate that here! If you can run past things without killing them then you've encountered a bug none of us have seen so far! If you can recall how it occurred please let us know so we can replicate :3

Oh, sorry, I only ever tried to leave after everything was dead, and didn't notice the door was locked before that.

Developer

Oh okay! That makes sense, thanks for clearing that up! You gave me a real heart attack there!

I really loved the tutorial system and all the references to another game with the word solid in it. The boss battle took me a bit to figure out but once I did I thought it was pretty awesome

Developer

Hey there Barret232hxc! Thanks for the praise it means a lot truly! I'm super glad you enjoyed the game :D

fun concept, it was interesting to see it against a boss fight, bit dull. Also, shouldn't the crawl spaces be invisible? make it a challenge to find em.

Developer

Hey NagoG! Thanks for your feedback! I totally agree that the chest areas should be hidden, time constraints kept that from happening sadly.

Submitted

Perfect.

Developer

Thank you for the praise!

Submitted

Cool ideas ! Graphics reminded me of those sweet gbc games (in a very good way).

Developer

Thank you! That is very much what the style we were going when doing this sort of pixel art.

Submitted

Nice graphics&mechanic !

Developer

Thanks for the compliments Zulhuky!

Submitted

Clean game and fun! feels so good when you can kill all the enemies with a single switch

Developer

Thanks! Being able to anticipate where enemies will go and being able to kill as many as possible with a single switch press is definitely a source of satisfaction we were trying to go for!

Submitted

Well polished game with a neat mechanic. There's room for design improvement, I think, but otherwise good job.

Developer(+1)

Thanks for the response! There were indeed some areas of the game that I think we could've definitely improved on such as level design and how the final boss fight went, but time constraints unfortunately prevented us from polishing those as much as we would have liked.

Submitted

Well, still be proud man. There's some impressive stuff in here.

Submitted

Hey man nice job! That's some crazy level of polish there. Even the tutorials are very much MGSesque

Developer

Yep! We were going for the ridiculousness of having Solid Snake inside a dungeon with skeletons in it along with a matching pixel art style. Glad to hear that you liked it!

This is a good, polished game with a solid concept! One nitpick I had was the levers, because they made it so I couldn't see my traps working. 

Developer

Thank you for the compliments! Yeah, some players have reported something similar about the levers too and I think it may be a bug that we hadn't caught for fire traps which were activated when off-screen.

Submitted

Pretty cool

Developer

Thanks! Glad you think so!

Viewing comments 20 to 1 of 28 · Previous page · First page