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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
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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.

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Comments

Viewing comments 28 to 21 of 28 · Next page · Last page
Submitted

Really nice polished game! Other than the boss fight, I didn't find defeating the enemies to be too challenging - perhaps making some traps stationary and you have to lure enemies into them, or if you had to remain unseen, may have made these stages more interesting. Overall though I enjoyed it!

Developer

Glad to hear that you enjoyed it! I think it would've been interesting to make it so that some traps were stationary and require luring of the enemies but I think it was a combination of two reasons that we decided not to do it: 


1. More advanced enemy AI which would've needed more time to perfect. The enemies in the game currently only patrol a set path and only stop to shoot the player when they have line of sight. Once they lose sight of the player, they resume their typical path.

2. It would've required a very clear distinction as to which traps could or couldn't be removed which I felt could become really confusing, especially for such a short game.

I definitely do think that there is potentially a lot of stuff to be done if we had the time to flesh the game out. Again, glad to hear that you enjoyed it!

Submitted

This game feels super well made for 48 hours. The art is really nice, everything feels stylized and cohesive. As for improvements, it'd be nice if the dialogue could get fast-forwarded, perhaps by pressing the "interact" key, and it may be nicer if the combat was streamlined a bit (perhaps allowing "overriding" the lasers, and remote execution?). Overall, though, fantastic work! :D

Developer

Thank you for the praise! Skipable dialogue is probably our most frequently suggested fixes for the game and in hindsight it would've been a super nice thing to have but we didn't have enough time to add it in as evidenced by the 7 minutes to deadline submission time haha.

Submitted

I really love the concept, art, and execution of this. It excels on almost every front. The only issues I had were:

A) The tutorial stopping your movement is pretty annoying. The voice acting is great, but it shouldn't make you sit still to listen to it.

B) The boss feels like he takes way too much damage and it feels a little tedious.

Developer(+1)

Thank you for the feedback! The tutorial stopping your movement was a result of the tutorial being hastily put together in the final hours of the jam. Since the tutorials triggers are trigger area based, we had discovered that if the player runs too quickly they could potentially trigger multiples of them too quickly and have all of the tutorial skipped over as the old one overlapped the new one. Stopping the movement wasn't an elegant solution, but given the time constraint it was the best we had when compared to the alternative of the player accidentally skipping over the whole tutorial and not knowing what to do.

And yes I agree that the boss's combat may have ended up too tedious and it is personally one of my bigger regrets of the game. Unfortunately like many other aspects of the game we had no time to re-balance and tweak it to a better state.

Submitted

Production value wise it's pretty solid! Good music, voices and it's pretty stellar to view. Nicely done on that front.

Gameplay wise I think the concept could work with less tedium of the combat. Having to switch the traps on and off felt really slow and clunky which meant the enemies had to be really slow in order to compensate. I think having the ability to turn traps on and off would've made it more satisfying  so you can see the enemies dying on screen as opposed to turning it on and hoping they died. Either that or a different trap that could be used up close. Something like trap doors, rolling balls, or anything closer that would make dodging and fighting more satisfying.

Overall I think it's a great idea but it's slowed down by the lack of satisfying traps. But with the time you were given, this is produced quite well and could be enhanced quite well in the future if you chose to keep going. Nice work!

Developer

Thank you for the detailed comment! The separation of on and off switches was a conscious design decision because we thought that it would be too overpowered and/or uninteresting if the player was able to set up the traps and then easily sit next to a switch which had both on and off abilities. I think this is definitely something that could could circumvented with trap and level design that wouldn't have made such tactics too strong.

And yes I agree about more trap variety! I think that if we had time that adding more varied traps would've boosted up the game a ton and added a ton of depth to the game. But alas a 48 hour time limit was very limiting and it was already a miracle that we released what we have now in such a complete state before the deadline.

Thank you again for the feedback!

Submitted

very smart game with very great graphics i think there was a ton of hardworking spent to have such a beautiful result.

you can checkout my game if you pleased it will be nice if you rated and left a feedback.

Developer

Thank you for the kind words! And sure! I will add your game to my list and be sure to try it out.

Submitted

This is some real nice production quality! The game is very complete and has lot's of juice like voice acting and transitions. I like the idea of shooting not being an option, so you have to outsmart the enemies rather than just turn into an action hero when they spot you. Nice work!

Developer(+1)

Glad that you enjoyed the game so much!

Submitted

HA. HA HOUH HA. HA. HA.

This is a very charming and fun game! I've played it several times since my recordings keep getting fried. I think I did myself a disservice by forcing the game to run under linux via wine, because that's probably what led to the game not displaying all of the graphics on my computer.

You probably already know that I love the final boss in this game. The stern look he has when you're shooting the lasers at him is really funny for some reason, and his laugh is great too!

This is a fantastic entry to the jam, and I hope you do well! :)

Developer

Thank you for the kind words! We had a lot of fun making the boss as well so it's really great that you found him so entertaining.

Submitted

This is quite nice! The tutorial is pretty obnoxious, but apart from that, I can't find any other significant problems. Good job!

Developer(+1)

Thanks for the comment! The tutorial was added in at the last few hours of the jam. As time was quickly running out we had to opt to hammer the point across to the player as seen in the game via the very easy input-freezing dialogue as opposed to doing it in a potentially more elegant way.

Viewing comments 28 to 21 of 28 · Next page · Last page