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A jam submission

Dungeons & BarrelsView game page

A Short Dungeon Crawler
Submitted by Paris (@OctrDev) — 2 hours, 58 minutes before the deadline
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Dungeons & Barrels's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation (visuals)#294.1524.152
Overall#343.8703.870
Concept (gameplay)#523.6303.630
Adheres to jam theme#813.8263.826

Ranked from 46 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 33 to 14 of 33 · Next page · Last page
Submitted(+1)

Funny but how do i have a hint if my next move is going to be spikes? hints like that would help to make the win/lose state a condition of the player gameplay, and not based on random luck ahah.
Kinda raged for losing without having the chance to win.

i have reached room 3 :p nice job

Submitted(+1)

Very silly barrel character!  I like them :)

Exploring the unknown tiles is interesting, but besides avoiding spikes once you see them (and memorizing the maps), survival kind of feels out of the player's control which makes the game seem less fun to me.  I think I'd prefer if there was some way to strategize your movements to avoid the spikes rather than blindly walking into them (maybe they're timed for example and poke up an down every other turn for example).

Might also be easier if the camera was a little bit more top-down.  It can be hard to see the tiles behind pillars sometimes!

Submitted(+1)

Love the aesthetic and the barrel is adorable.

Would like if there was a way of identifying spikes before landing on them, but would probably need some form of trade-off to avoid eliminating the challenge.

Fantastic game overall.

Submitted(+2)

I don't know how many mimics this is, but I think I beat your high score.

This is a really great game although I feel it's too reliant on the memorization aspect. At the beginning before I knew all of the levels, it felt a bit unfair to just randomly encounter a spike without any real way of knowing or preventing it. A way to know what's around you would be great and would help the player to have more control over what happens. The music and sound effects were so good and if they weren't I probably wouldn't have kept playing. The memorization part is nice as you learn more about the game and get used to it, but after you know everything it's just repetition of the same things over and over again. But overall this was an amazing entry!

Submitted(+1)

Cool concept. Incredible visuals, Memory based gameplay. Game requires to memorize all rooms in order to get high score. I think it would be nice to have a way to identify spikes before walking into them. With coins maybe. And coin sound is a bit too loud in my opinion. But i liked the game, good work & good luck in your projects!

Submitted(+1)

Really cool entry. I liked how it looked and played. I thought at first the pot luck style of decision making would be a bit annoying but I came to enjoy taking my chances. Really solid game. Kudos

Submitted(+1)

Always good to see different perspectives and some 3D. This game is specially good in terms of exploration. It really feels like an unknown dungeon with the blacked out tiles. The exploration has a clear risk-reward system due to its nature that makes you want to keep discovering tiles but that might cost you your life. Good game!

Submitted(+1)

Really cool puzzle game! The presentation is really nice, with great use of models and music/SFX. I will admit, my highest score was 2 lol. I think for me, I wasn't really crazy about the idea of memorizing 10 potential level layouts and using that to go through the levels.

Personally I would've preferred a way to investigate nearby tiles to know if they're damaging or not (maybe you get a limited amount of checks), or some system like that. That way, if I ended up on a damaging tile, I know it's my fault for sure, instead of having to guess my way through the level. Additionally, if you expanded the size of maps or the number of possible maps to more than 10 in order to have more variety, it gets much harder to memorize maps, so it could potentially feel more unfair if you start stepping on damage tiles in order to figure out the layout.

I may be in the minority on this, but just wanted to offer my two cents. The foundation for an awesome and interesting puzzle game is here, so really well done on that!

Submitted(+1)

very fun and cute game, i enjoyed the sound effects! i think it would have been good to add a win state, e.g. survive 30 floors

here's a dead barrel... :D


Submitted(+1)

Really well polished game! Loved it!

Submitted(+1)

Undoubtedly one of the most polished and complete games I've tried in the jam. Everything is well done and demonstrates great professionalism in the work. The only thing I would have created is a system that rewards a player who plays many matches, making it more intuitive and enjoyable than memorizing the level pattern among the possibilities. Perhaps something like a flowery meadow or a preview mode that hints at the possible risks around you. That being said, outstanding work.

Submitted (1 edit) (+1)

Really well done game, love the aesthetic (lighting/shader is very cool), and the sounds/music are a perfect fit.

As others have said, it didn't take long to memorize the maps.. but for a game jam game this is very impressive. I'd guess if you wanted to take this further you'd maybe make more base maps or work on a random map generator.

Submitted(+1)

This was a lot of fun! I did end up memorizing maybe 6-7 of the 10 layouts and after a while it was impossible to die so I had to end it on purpose, but it was still satisfying getting to that point. In a way it really felt like "exploration". 

One thing I noticed while playing is that I would've liked to have some information to take a guess at the layout without having to blindly rush into it. Maybe stricter maps (more spikes) but a couple of squares are randomly illuminated at the beginning so that you can exclude certain layouts. 

Anyway, great job!

Developer(+1)

Thanks for trying out my game! ʕ•ᴥ•ʔ ♡ The game does become a bit too easy when you memorise the layouts and you are forced to die or you will just end up playing forever, It’s especially easy for me when I made the layouts myself.

Glad you liked the game overall and your feedback is useful, finding a way to reveal more information to the player without making the game too easy is definitely something I would like to explore in later updates.

Submitted(+1)

Had a great time playing the game! very fun and i loved the audio work. Congratulations!

Submitted(+1)

Good job! Really sweet game. I like how you integrated the theme!

Submitted(+1)

Wow, this is really well executed, polished and enjoyable to play. The music is great as are the sound effects. Wonderful use of Kenney assets. The only critique I'd have is one that's already been shared, that I'd lose track of the little guy behind the tall columns. Perhaps in those cases you could add an arrow pointing down above where the barrel player is located. Great job!

Submitted(+1)

My score was absolutely pitiful I'm afraid to even share it. I really like the presentation, although the gameplay wasn't really for me. Great work!

Developer(+1)

Thanks for at least giving it a try! ʕ•ᴥ•ʔ ♡ I’m wondering if there are any changes I could make that would have improved your overall experience?

Submitted

It's just my shoddy attention span, I'm definitely not your target audience haha.

Submitted(+1)

Really good game ! (^w^) 

I personally liked the memory aspect of it, even if it might go away if you add a lot of tile variations. But well, once the 10 or so variations memorized I don't think you can lose so I just rolled back on forth on the spikes to finish the game (^w^)

The most tricky ones were probably the 2 variations with 4 spikes in the middle, as they are almost mirror versions of each other.

I really liked playing it ! Thank you for making this game ! (^w^)<3

Developer(+1)

Thanks so much for checking out my game! ʕ•ᴥ•ʔ ♡

And thank you for taking time to provide some feedback! I’m glad you liked the memory aspect, I prioritised getting a bunch of level layouts done towards the end and even designed a custom gizmo (icon) system in the editor so that I could identify different tile types while building levels (which is why I was able to do a decent range for the jam) You’re right that it gets a bit too easy to not die and you’re kind of forced to purposefully die, I think that I could remedy that with some difficulty scaling (maybe the levels get more complicated / harder the more Mimics you save etc).

Submitted(+1)

Super satisfying and trippy! Overall, was fun and felt really great to play. You implemented the art very well and the music was also a very nice touch! Well done.

Developer

Thanks for checking out the game and thank you so much for your kind comments! ʕ•ᴥ•ʔ ♡

Submitted(+1)

I feel it needs a dynamic like the minesweeper, so you know which square  you should go next. Columns hide information behind, I dont see how to fix that. Overall, it could be interesting prototype.

Developer

Thank you so much for playing ʕ•ᴥ•ʔ ♡ You are right about the game needing some more depth in terms of mechanics to keep it engaging, the mine-sweeper approach is an interesting suggestion and something I will explore in later updates!

Thank you so much for your feedback, the columns do hide things from view, there are some camera controls to rotate but it has issues with movement controls at the moment.

Viewing comments 33 to 14 of 33 · Next page · Last page