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A jam submission

Dungeon of Ancient GodView game page

A puzzle game, but unlike regular puzzle games, you need to play as an ancient god to help someone solve puzzles.
Submitted by JfeeefL, EthanFeng, Mr.Gao, starofleaf, Inertgas — 34 minutes, 17 seconds before the deadline
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Dungeon of Ancient God's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#5684.0694.069
Creativity#8353.8283.828
Overall#12003.5523.552
Enjoyment#27972.7592.759

Ranked from 29 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?
In our game, player will play a reversed role as an ancient god manipulating rooms positioning of the temple to help the character to solve puzzle, instead of solving the puzzle yourself..You can view detailed gameplay demonstration in our itch page: https://jfeeefl.itch.io/dungeon-of-ancient-god

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?

No

We used pre-existing audio

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Comments

Submitted

The game looks great, at first was so confusing but after a while it hooked me [Some times a bug stops the camera]

Submitted

The visual style was very distinct and impressive, even disregarding the time frame.

Fun concept as well.

Good job!

Submitted

Amazing art and visual, little confused on the object and how to achieve that though. Good game!

Submitted(+1)

画面绝赞,我都想给美术磕一个了,前面JiaoshouMa已经说过很多问题了,这里说一下我的感受。

感觉整体盘子太大了,导致48小时有些说明只能写在开篇的文字里,对于玩家来说体验很差,而且相比于其他好上手的游戏来说,你们的游戏比较慢热,处于天然劣势的情况。

Jam最好能优先提取出符合主题的核心玩法,并且在这个核心玩法中给予玩家充足的正反馈。

在关卡设计方面,要尽量深入浅出,刚开始可以将地图设计为一个相对较少房间的规模,让游戏规则自然而然的显现出来。

玩家在进入游戏后会优先观察,然后才开始行动,所以同时也可以高亮可以互动的物品,或者按下某个按键后高亮物品,帮助玩家收集“隐藏”的信息。

关于Andy的行为,我有个想法:比如Andy要向下一个房间搜索,可不可以提前标注一下Andy将要去的房间,那么玩家在替换房间时就会有更多的策略考量,当然具体是否采纳要看游戏的定位和测试验证。

游戏虽然问题有点多,但是创意还是非常棒的,多打磨一下必定是非常牛逼的游戏,我非常期待!

Submitted(+1)

Great presentation but had a bit of trouble with the controls. Overall excellent entry, good job!

Submitted(+1)

Love the cute spooky art style, the BGM is fitting too! Absolutely love the vibes.

The control system and UI seem to need a bit of work. There have multiple times that I can't find my gameplay area because my mouse moves too much. Andy's movement seems to move somewhat randomly, so even after figuring out what is supposed to do, it's still hard to get Andy to go where you want especially after the first exchange the room is locked.

However, it's interesting to see cute Andy try to figure his way out like watching a child interacting with the world, enjoying every second of it!

Submitted(+1)

美术风格很漂亮,各种动效也很生动~

聊聊比较卡住我的几个:

1.上来我不小心把鼠标放在了屏幕边缘,结果游戏的房间直接飞没了,我都不知道怎么调回来,搞了半天最后决定重启游戏。(可能在屏幕边缘的时候给个箭头的提示更好一点?)这个重置的按钮也不是很明显,我前几次都是重启游戏来重开的...

2.有关移动房间,我以为是可以任意组合移动,拖来拖去都没用,让我一度以为是bug...最后才发现只能交换房间(后来才发现游戏开头就有说是交换房间,可能这个exchange给个特别的颜色好一点..)

3.看不懂交换房间要做什么,感觉有解谜要素的房间和普通房间的对比不够明显,尤其是那个全是灯的房间居然还特地画了一块颜色不一样的砖块哈哈,让人怀疑这里也是有东西的。后面无意间把鼠标放在某些物品上才知道这个东西是可能是要解谜的。

4.小鬼魂的移动好unpredictable,而且所有房间都是四通八达的,感觉更难控制了。配合这个滚轮缩放视角无法放到最小,玩起来感觉很束手束脚。利用它被惊吓来间接控制移动应该挺不错的?现在好像被惊吓就是扣一下san值乱窜。不过玩到后面发现这个小鬼魂好像还是有记忆力的?有时候会直奔目标而去,这个还挺有意思的。

总的来说我觉得还是挺有趣的,点子很不错,就是各种互动要素都不太够明显上来有点劝退,还有就是规模感感觉做的有点大了,这个像是游戏后面的关卡,可能先做一个小规模的教程关引入一下玩法会比较好一点~

Developer(+1)

其实本来想做成任意拖动房间的……历史问题,一开始想做成要避免andy通关,所以只能交换使得地图保证连通;后来重新审视后发现改成帮助andy通关更合理;所以一开始这个设定就保留了……任意拼接肯定是合理的,但是没时间改了😭

小鬼魂的AI也是我写的,我自裁,屎山代码debug不过来了;有记忆力也是真的,因为这个逻辑我写了的;但是好像大多数时间它都没啥智力似的,都是我的bug的锅😭

关于规模,这也是我们之后将要改进的地方,大多数时间都在搭系统了,作为策划我也没给出优先级文档,资源也没利用到极致;同时这次的框架对于关卡设计师的操作也不太友好,关卡搭建也费了不少时间,导致最后只搭了一大关,用来展现所有feature,然后就没时间了;如果可能我肯定想要从教程开始搭建的……

只能说下次一定呜呜;这次游戏接下来的更新也会围绕用户体验展开,把bug修了,教程做了,然后再加点之前相加没加上的feather

谢谢你的建议,之后的修改一定会参考你的体验的!希望这次jam咱都玩得愉快~

Submitted

I like the art style, the gui can be a little unwieldy to look at but overall great job :)

Developer

Sorry for our lack of experience and next time we will attach more importance to user experience! Thanks for your feedback, hope you had enjoyed our game :)

Submitted (1 edit) (+2)

I didn't really understand how you're supposed to figure out in which order the objects go. Also i would have liked to be able to move the camera with the keyboard instead of the mouse, it felt a bit clunky.
The amosphere is nice though, reminds me of the board game Betrayal et the House on the Hill. Too bad the lack of clarity put me off because it looks like there's a pretty cool game underneath. 

Developer (2 edits) (+1)

Our very first desire is to arrange these clues in a logical order, and there is hint in the context for every puzzle, so that player can investigate their connections. For example, the first puzzle is to find out that most items, except the first clue, scissor, are described as heavy and unmovable. Also there is a heavy doll with implication in the text that you should open it to find out what's inside. So, to open it, you should pick up the scissor first, and then head to the doll to open it with the scissor, and discover the finger that the hand sculpture is missing... This is what we hoped players can do.

However this game is not only a detective puzzle game, and we spent too much time to construct the room switching mechanism, instead of polishing the experience of puzzle solving part. As you can see, a system to help player understand what the puzzle is is necessary, and we didn't managed to finish the system in limited 48 hours. Our mistake finally leads to your bad experience. Same is for the clunky operation, we didn't get time to polish these. For this we are sincerely sorry, and we are truly thankful to your advice. We will consider these problems before we are running out of time in our next Jam.

If you are interested in our game you can check out our update after the voting ends. Hope you had enjoyed our game :)

Submitted (2 edits) (+1)

Great game! I enjoyed solving the puzzle. I found it confusing at first, but once I figured out how it worked, the puzzle was very good. I got stuck once where the ghost kept moving in the opposite direction to a room, until all the rooms in a large radius were locked and the ghost was far away. My suggestions:

I think having the locks on a timer to unlock (then perhaps slightly faster sanity reduction to adjust the balancing), as well as a quick reset button would help a lot.

Having the intro be click to continue would make it easier to read the instructions.

Clearer where the first clue is. Perhaps a feature where the ghost naturally pathfinds towards the next clue after an amount of time would help.

Edit: after more thought I realised path finding could be frustrating to players who wanted to solve it themselves, maybe a clue at the start would be better. As for clarity, the end point was done very well, the altar really stands out nicely.

Edit 2: just saw this was your first Jam, I had no idea, the quality was so good! You all should be super proud!

Overall, great job! Presentation was amazing too! I loved the artwork.

Developer

Thank you for your insightful suggestion. When we created this game, our initial idea was not the current one. Our original design was to make players act as owners of haunted houses, trapping them inside and making them crazy. We originally planned to design certain rooms where the doors were locked, and AI had to find a key to open the locked door, or some other events to make Andy more hard to escape. However we find it is hard to make a perfect AI until  the last 8 hour. We were disheartened to find that even if we didn't intervene in Andy's movements, it would still take a very long time for him to escape from house. Not only is this problem, but our own project is also nearing completion. 

At this point, we reverse our feelings with the players' roles.Since the AI is dumb,why change the game target to help Andy escape?From this direction,we quickly modified our game and create a series of  plot. And this is what you see now. 🎼

But to be honest, because we did not consider our own level and did not examine the original gameplay in the early stages of creation, the final game lost many other functions.For example,at  first we don't design the method to get Andy's feel or what is Andy doing now,because you just need try to scare it. But after we change the game aim,we need this system to help player understand what Andy is thinking and what it want to do.Although we try our best to create this system rapidly,the structure is so complex and the task of modifying the previous system is so heavy,we have to give up make new gameplay. 

I'm glad you understand us and see the scalability of our game in the future. After the game is over, we will edit the game again, fix the bugs, and upload the game that we have added beginner tutorials and new gameplay.

Thank you for playing!

Developer(+2)

Thanks for your advice! Your advice is really reasonable, the lock kinda emphasize the constraint too much, especially when AI isn't that intelligent. The trials and attempts are important in this game. To encourage player to do so,  such  a "free" environment should be provided. On the other hand, the restraint  of "space variation perception" had already provide margin of strategy, making it more reasonable to weaken the lock mechanics.

Another point was the tutorial and the helper system, both aren't implemented in the game. For the helper system, maybe we don't have to build a completely strong path finding algorithm, just help player to gather up all clues that Andy had already discovered.  However these systems are actually more important than some other work that had been done, which means that next Jam we can manage our time and resources so that these important aspects are covered.

 Anyhow, post-jam version will be updated after the vote section ended, and we will gradually add these features to our game and fix bugs! Especially the irritating and dumb AI lol. We all want and are trying to make our game become better!

Again thanks for your feedback, you really inspired us of what's important in game design. Hope you had enjoyed our game :)

P.S. Sorry for misleading information in my reply, it wasn't our very first time to participate a game jam, but our first time to participate the "GMTK game jam". Though we are still students and even still amateurs in game design and development, it's not fair to compare our work with those who are really completely new to a game jam. However, this won't change our determination to create better games💪

Submitted (1 edit) (+1)

Even if not your first jam, this game was still amazing! I look forward to see what you all do next time!

(+1)

This is a very exciting game, artistic style is my favorite part of it! Looking forward to your next game~

Developer

Thank you for playing!Thank you for liking our game!

Submitted(+1)

Awesome game! I enjoyed it so much. I haven't completely finished playing it yet since there was a bug where the tile was always green and not really placed but apart from that it's awesome! Great art, great sounds! The only thing that could be added in my opinion is some way to unlock the tiles... Great game!

Developer

I'm sorry for causing you a bad bug experience. For our game gameplay, in fact, we are also uncertain when creating and developing. Due to too many ideas and our actual production time was only 48 hours, we had to reduce the gameplay (such as unlocking locked rooms, etc., which were not successfully produced due to time). We were a bit too eager to express the future scalability of our game, resulting in not even producing beginner tutorials... I deeply apologize to you for this.Thank you for your love and support of our game!

Submitted

No need to apologize! You did a great job! I know how little time 48 hours is and my game has way more bugs...

Submitted(+1)

The art: visuals, sound effect and music, worked perfectly and it's great that there is an intro explaining the lore in game an giving the player some context.

Sadly, the instructions of how to play aren't inside the game, but in the itch.io page instead. I spend some time trying to figure out how the game worked. The game is cool but, if you're planning an update after the voting ends, I suggest you adding your already existing info in the page to the game.

Congratulations for the game!

Developer(+1)

We are really sorry that we didn't manage to implement a tutorial in our game, because to merely complete the existing content had cost all our time😭 to write an instruction in itch.io page is the worst but also the last and only choice to make. Next time we will learn from the lesson and manage our time and resources more reasonably, attach more importance to help players understand the mechanics in an easy and instinctive way.

After voting ends, we will update our game with a tutorial, and also fix some bugs.  Thanks for your advice. Hope you had enjoyed it!😊

Submitted

Don't worry! At the end, one of the main points of the jam is learning and the time is very limited. Even without instructions, you and your team should be proud of you  work!❤️

(+1)

"Dungeon of Ancient God" is a game that explores the secrets of a long-forgotten temple and the repercussions of awakening an ancient deity. The game offers intuitive controls, allowing to swap rooms and navigate the map effortlessly. With each room swap, you must be cautious not to disrupt Andy's memories and accelerate his growing panic. The gameplay revolves around solving puzzles and uncovering clues in a specific order. Visually, this game presents a stunning and atmospheric environment, enhancing the game's sense of mystery and intrigue. Although the game could benefit from more puzzle variety and room exploration options, it remains a captivating experience. 

Developer

Sorry I was just kinda astonished at your detailed review! Again thanks for playing and your high praise!😭happy to see your comment!

Submitted(+1)

The art and feel of the game is great. I loved the idea, very creative! If I may, I think you could add some way of tracking what puzzles Andy is currently trying to solve to help the player focus on which specific rooms they need to find to help him.

Developer(+1)

Thanks for your advice! I think a helper system is in deed needed, as you suggested, because the gameplay and mechanics are not that instinctive enough and require memorization a lot. However 48 hours isn't enough to fix everything perfectly. For it's our first GMTK Jam game, lacking experience, we didn't managed to recognize the most experience-affected factors and utilize our time resources in the best manner. We will take your advice and learn from this lesson! Thanks again!

Submitted

Beautifully made,but I didn't understand quickly how to play the game. Still fun to tinker around with it and figure it out as you. Great work!

Developer(+1)

My apologies, due to a tight 48-hour schedule, we weren't able to incorporate the tutorial into the game. However, if you've got the patience, you might want to check out our homepage for guidance. Thanks for understanding!

Submitted(+1)

Everyone reviewing games wants it to be as easy as possible, and you'll see that most browser games have a lot more reviews than the downloadables. It's just too convenient when you're going around rating 15+ games.


This game's only sin is being a windows only release. If you made it a bit less than the whopping 150MB and made a Web game, it would get more traction it probably deserves.

Developer(+1)

I'm sorry, but we have never exported a web version and we're not familiar with the web version, so we didn't export that. It's also worth mentioning that, due to missing Unity libraries, our final export took nearly two hours... If it wasn't for the extended one-hour submission deadline, we might not have been able to export a formal file at all. We hope you understand and enjoy playing our game!

Developer

Thanks for your advice! Convenience is really important for players, and Web game is a wise choice in such itch.io gamejams. We will consider it in next jam!

Submitted(+1)

Nice game!