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A jam submission

Brain DungeonView game page

Wisdom comes at a cost.
Submitted by ethanation — 1 hour, 14 minutes before the deadline
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Brain Dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#692.1212.250
Enjoyment#752.1212.250
Overall#782.0622.188
Concept#782.1212.250
Presentation#831.8862.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Ethan Hopkins - Everything.

Software used
Godot, Gimp, SFXR, some font I found, Krita

Use of the limitation
I figured I should challenge the player on what they decide to carry. So it is a choice between progress or power. Both slow you down because of how heavy they are.

Cookies eaten
0, though I wish I ate more.

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Comments

Submitted(+1)

Nice little game! I have a few suggestions. While it's really not that big of an issue, I think moving the player's health to a separate UI might look cleaner, having it constantly spin around the player can get a little distracting and block the view of enemies occasionally. I also think the controls are a little slidey at the beginning, as more weight is added it's get's much easier to control. I'm not sure if that was intentional, but it was more frustrating than it was challenging. I also felt as if the shop upgrades largely didn't make a difference, and it didn't matter which choice you made, they ultimately had the same effect so the making a decision didn't really feel meaningful.

But other than that, simple and cute visuals! Nice work :)

Developer

I agree the UI is pretty terrible, but the UI is the hardest part for me. My last game had basically none, so it is a little bit of an adjustment. That's what these jams are for anyways. The slippery-ness of the controls are terrible too, I agree, but the alternative was to just turn down the max speed (which I was doing gradually anyway) which would make the game much slower than it already is. I think I chose the lesser of the bad design decisions. Also I played your game and it was cool. It handled game balance better than mine (in terms of the guns, anyway. The enemies kind of start spawning at a ludicrous rate). I think post-jam I could make a version of it that has you pick one route to go down, limited to a specific build that can only get better in one way. Almost like the bioshock upgrades, but more linear. Glad you liked it!

Submitted(+1)

The game has a good concept but the enemies really aren't a problem unless you stand still. It requires some polishing but it's a good game

Developer

Yeah the enemies are really not that complex. Maybe after the jam I will give them a real AI to make them more of a threat, rather than lowering the player's speed.

Submitted(+1)

The concept of the game is solid, and the core of the gameplay is there. I just think the design surrounding all of that is a bit confusing and I wasn't really sure what I was working towards. I think the artwork, sound design, and gameplay elements could all use some juice to make the game for energetic and exciting.

Developer(+1)

Yes thank you. I think so as well. I just spent so much time on random level generation and making the game (mostly) work that I ran out of time for that in this jam. Thanks for a diagnosis of the areas that need polish. I mean that.

Submitted(+1)

The random level generation is definitely cool, and I think once there's more elements in the game it'll shine even more.

Submitted

One problem I had was at some point I could insta kill all enemies by just circling the mouse around the player enough but then It forever to find the end of the level. Maybe the end condition could be that you reach the end point or kill all enemies. But the art and gameplay was really good other than that.

Also I would really appreciate it if you play/rate my game.

Developer (1 edit)

I think that if I work on this game anymore, than I would have to make shooting through walls either A. the central mechanic or B. some kind of upgrade, because it is kind of too fun for me to just cut out. yeah, I know that if you upgrade your gun enough than you can cut through enemies like butter, and that the weight added every level mechanic is not very fun. Those two things in combination just make the game boring from a player perspective. I will fix this later. Your game was good, and I found the art style to be very charming. The story is cute, and the design of the main character is good. 9/10. (the puzzles were hard for weird reasons such as: 1 block tall character can't fit through 1 block gap, can't really tell which book i'm about to pick up. just those two things.)

Submitted

Upgrading the gun didn't seem to make the enemies die any quicker. On the third level I spawned right next to 3 enemies and died. I like the idea of certain upgrades making you slower, but didn't see any option to not get any upgrade, so either way you get slower on every level.

Developer

That's because there is a useless gun upgrade called bullet speed. I don't know why I made that an upgrade. All of the upgrades are random outside of shops. The levels are random, and in retrospect I should have thought through how I spawn the enemies. I wanted the game to get harder as it progressed, so the weight of things makes you slower after every level regardless to make the enemies more of a threat. The enemy spawn rate is also ticked up for every level you complete.

Submitted(+2)

The web build doesn't seem to work? I would love to try this out but it just gives me a blank screen.

Developer

I'll see what I can do, but I don't know why that is happening.

Submitted

I had trouble with this in godot as well, you have to zip up the .html, .wasm, .js and .pck file together, and rename the html file to index.html. Hope this helps.