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Donkus the Brave's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #357 | 3.961 | 3.961 |
Presentation | #378 | 4.221 | 4.221 |
Creativity | #383 | 4.047 | 4.047 |
Enjoyment | #683 | 3.616 | 3.616 |
Ranked from 86 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You are the old man/mentor of the Hero helping them to achieve his dream of finishing a dungeon
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
I felt like the mana system wasn't really explained well in game; I was confused about why I sometimes couldn't do something (and didn't know what the thing about "move [x mana]" meant; I think that might have been a bit clearer if it was instead "move [1 mana per space]" or something) until I actually looked down at the description. There also seems to be a bug where if you click a spell to deselect it, the button will still appear selected.
I basically solved the first torch level pretty much by accident, and I don't know how I did it. (It's also not really clear to me what exact parts of the room are dark; I don't remember it looking different than the other levels where Donkus could see.)
Yes, the bug with the button seems to be with how unity buttons are made. The feed back about the shadows is great, that is something we can improve on in future builds. Thanks for the feed back
I finished the game in the same turn my son die. What a poetic ending!
Excellent game! Really cool interpretation of the theme, and sneaking around is very fun.
I do think that the game introduces quite a lot of elements at a pretty rapid tempo, which did make me feel a little overwhelmed at the start. I think it might've been better to limit it to a few abilities and make some more intricate levels with those abilities? I didn't really feel 'smart' most of the time, since the introduction of new mechanics made it feel like I was still in a tutorial of sorts.
Still, the art style is fun and lively, and the game is very pick-up-and-play with plenty of in-game feedback! It's a very good game jam game!
Very fun! Got stuck on the fire part as Donkus stopped moving, but I could still see the potential of the game. Great work!
Try having donkus get the chest first!
A very awesome idea, I like to mix of turn based and stealth game, the game sprites and character sprites were all very well done.
Really creative concept, and a really good execution! I loved everything about this game, great job!
Nice idea, love to be the monetor of the hero! That can become a good puzzle adventure game. Also love the art style!
Neat game! The spritework reminded me a bit of the classic LoZ games - was good fun!
Yes. This game idea was heavily inspired by the legend of zelda, the old man idea came from zelda 1, and the style came from the snes a link to the past.
This is a really fun and polished little game, i like the art style and the goofy characters.
Check out Ruins of Melog as well! (Our GMTK 2023 Entry)
This game ticks the boxes very nicely! It plays well and didn't encounter any hiccup and you can tell the work was really put in on this one. Well done guys!
Loved the game, but especially loved the music and art on this one! One sounded suusssssssssspiciously like zelda tho ;)
A fun and enjoyable game with great art and entertaining cutscenes. The puzzles were challenging, and the abilities were intuitive to use. Well done!
Super fun! I enjoyed beating this game. The concept is great. The idea of being the cranky old man frustrated with you idiot hero is great. Definitely ambitious for 48 hours. Excited to see what additional time and polish would do.
This game is really good! I absolutely love the concept and the puzzles + mechanics were great. As some other people said, I do wish the interface was a bit more clear. Even something as simple as having a sound effect when you select a spell or showing the current spell above your head would have helped a lot with readability. Great job overall!
Yes. We really wanted to add some ui changes, like maybe changing the floor tile for different spells, but we ran out of time.
The idea is very cool, I was immediately intrigued! However, the controls are quite frustrating. I got stuck in the fireball room for a long time and then I got stuck again in the wind room. I think the main issue here is the interface, which could be more clear, and Donkus movement which are often difficult to predict.
Besides that, the game is pretty nice, good job!
Yes, I agree, I think alot of us got stuck at the fireball room because the mechanic of how the hero moves wasn't super clear. We did wanted to show the next move for each characters and their intents but we didn't have time to implement that feature.
I totally understand, in game jams the time is really tight and it is not easy to manage the scope of a project effectively. I’m curious to see if you plan any improvement post jam!
That's the plan.
Really fun puzzles! The art, music, and overall aesthetic was all extremely polished. For only making this in 48 hours and also having the time to add in voice acting, you can really see all the love put into this. Great work! :)
The voice acting was a really nice touch and also helped greatly to explain the game's premise. The overall aesthetic is charming and I really like the take on the theme. Very nicely done!
This game is incredible for a 48 hour time window. Great job!
I really like the puzzle concept! I could imagine this becoming a full story/quest of the wizard and his son becoming a hero :)
That might just be in the works! Keep your eye out for postings after the Jam ends, we'd love to show you how much further we can go!