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A jam submission

Depths of the DamnedView game page

Fight tooth and nail through four layers of a dangerous dungeon where peril lurks around every corner.
Submitted by loganobrien121 — 2 days, 17 hours before the deadline
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Depths of the Damned's itch.io page

Results

CriteriaRankScore*Raw Score
Creative use of art assets#1223.6003.600
Engagement#2403.3003.300
Overall#2673.1673.167
Overall polish#4092.6002.600

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

nice game!

Got a bit lost sometimes, but hey that happens.

Like the concept and usage of wand also^^

umm i think there is a config in unity to lock the mouse ingame so it doesn't get out.

This could help you make the game easier to play non-fullscreen.

Good stuff!

Developer (1 edit)

Thanks for the feedback! I definitely need to find that because yeah, the cursor issues in my WebGL build are embarrassing haha. Thanks again! 

Submitted

Have to admit it looks lovely.

The controls mostly worked fine for me even though I had problems with my mouse, since after a while I got it to stay hidden when playing but then I could not select any buttons when a new dialogue appeared. Would probably be fine if you just added the possibility to select the buttons with arrow keys and stuff like that.

Also the first level was alright but losing all the ammo when starting a new level is strange and frustrating especially when you immediately get attacked by 4 enemies when you enter.

Also I didn't get how I was supposed to kill the ghosts since they appeared to take no damage :o

Might just be me being dumb tho ^^'

But overall still a very cool game, everything but the things I pointed out is very polished. Liked it very much :)

Developer

Thanks so much for the feedback! Yeah, I kind of copped out and didn't have ammo save because I've never messed with saving data and my attempts were fruitless so... yeah, sorry about that. Amateur hour over here, hah. And I wasn't sure whether or not to make it more explicit and am regretting it a bit now but the ghosts can only be damaged by the purple wand. But I can see that it's definitely confusing, especially because you can't really give it another attempt after you die. Anyway, thanks again for the detailed feedback - it's really helpful! :) 

Submitted

Cool, Harry Potter meets Wolfenstein 3d. Nice work ^^ .  I like the idea of having to pick the right weapon against an enemy and making sure you have enough charges for it. Nice choice of background ambience with the rain! And always nice to see a 3d game being made out of 2d textures, not easy to pull off!

A couple of things that kept me from progressing (even though I really wanted to):
- The rooms are not very distinguishable from each other. So it was hard to tell if I had been in this room before or not. Perhaps doors with a specific graphic on them or something would have been a nice touch.
- Could not enter some hallways (too tight?) even though it looked like it.
- Was hard to tell what weapon was the best to pick against what enemy. Perhaps some more feedback while shooting a weapon, like the amount of damage it does once you hit an enemy.

Submitted

Great game!

I feel like it could use a bit more polish regarding weapon usage. I didn't understand that ammo could only be picked up by equipping that weapon type, and the trial and error cycle to find the effective weapon was also a bit of a hassle.

I also feel like it could use a bit more juice on the shooting department. Also, relying on the mouse wheel for weapon changin makes the game impossible to play on laptops (as shocking as it may sound, not everyone has a mouse!)

A bit of background music would have been really nice too!

Submitted

Hitting ESC to recapture the cursor for me. I had to click in the game window for it to capture, which usually meant spending a wand ammunition. Having ammo on the fire wand felt superfluous anyway - it was so common it didn't really seem like there was a point to having it not be infinite.

The other wands felt pretty balanced, though, and I can see why you ammo gate them. Bonus point for procedural, gotta respect anybody who dances with that dragon on a time limit. The river of souls was a super solid touch and absolutely made me stop for a second to admire the ambiance. 

I kept getting caught on corners of walls if I tried turning while moving - dunno if the strafe speed is slowing than the forward speed or if there's a square collider on the player or what, something was up. Also kept getting snuck up on from behind by enemies because turning meant losing my sense of direction too easily and enemies make no noise until they attack. That also made them hard to hunt.

Smart choice with the bonfires though - that helped a bunch with navigation. And there's this weird sense of satisfaction at flipping one, like popping bubble wrap or something. If you continue working on this after the jam that interaction definitely deserves a little bit of juice to accentuate that small moment of fun.

In all, a bit rough around the edges but I had fun with my playthrough!

Developer

Thanks so much for the detailed feedback! Yeah, I'm going to take the bones of this and make it a juicier game moving forward. Start fresh on all the rough stuff but at least I have a decently functional level generator. Thanks again for playing and leaving such thorough comments! 

Submitted

The procedural generation is definitely the strongest point of your game! The sounds were okay and the enemies too, though I wish there was some more feedback when you hit enemies, and maybe some more faster movement speed. Other than that, it was fun to search a randomly generated dungeon full of different kinds of enemies!

Developer(+1)

Thanks for playing! Yeah it would benefit a lot from more (any) game juice, make it feel less flat. Thanks again! :)

Submitted

Really nice game, would love if you could actually switch the weapons with the numbers assigned to them or when you click on them. Besides that really cool game and I love the rain effect.

Developer

thanks so much for the feedback! Yeah that was the goal but ran out of time so had to settle for the mouse wheel /: Thanks for playing! 

Submitted

Out of the stream of 2D games, its nice to find a well developed game that is 3D. Its not too difficult or too easy, its just right. Great game, but I had this issue where the cursor wasnt visible on pause menus and death screens.

Developer (1 edit)

Thanks so much for the feedback! Yeah, cursor issues seem to be the common thread here. I sadly don't have any more time to fix it, but that's something I need to look into. I think it should be fine in the download, but it's been extremely problematic on WebGL. Thanks for playing and giving your thoughts, though!! 

Edit: I had just launched your game when you commented, by the way! Excited to play it :) 

Submitted

:) Leave me a comment, thanks

Submitted

Cool game,  I like what you did with the 3D element and the different elements of wands. The bonfires are also a really clever idea to show the player where they've been before. Unfortunately I wasn't able to find the Hall of the Dead, I wandered around the map until all the bonfires were unlit but I still couldn't find it. Also, I was unable to go through one tile gaps so if I was supposed to go through those then I wasn't able to. Also the mouse kept on showing up even after I pressed Esc which caused me to click off and die, oops! Ambitious game for a game jam, and well executed too

Developer

Thanks for the feedback! That mouse cursor is the bane of my existence -- I can't get it working properly for the life of me, sorry!! And yeah, in retrospect I wish I had put some other pre-placed landmarks to help guide the player. The gate is always in the same spot so I know how to get there no matter what the level generator spits out, but it's easy to forget that players are going in blind. Lesson learned! Thanks again! :) 

Submitted

I feel like even having this tall, imposing tower that the player could see from anywhere could go a long way for helping players have their bearings! And I am not even going to claim like I know how to fix that mouse issue, I'm just the person who sits in my chair and points out the flaws, your job is much harder than mine

Developer

It's so funny you say that- initially the gates were visible from anywhere in the map, but I changed it because I wasn't sure if that would make it too easy. Also, I initially had the bonfires in there, then took them out because again, I wasn't sure if that would make it too easy, and put them back after someone else suggested a wayfinding system.

I think this is a sign that in the future I need to just not overthink things it and go with my initial feelings, haha! 

Submitted

it is important to remember that gamers such as myself are dumb babies who need their hands held or else they won't be able to figure things out before they get bored

Submitted (1 edit)

Hey!  To fix the cursor issue in unity, try adjusting the lockstate of the cursor.  It worked for my game!  Just make sure you disable the lock state on any scenes or states in the game where the user would want their mouse cursor visible / useable.  

https://docs.unity3d.com/ScriptReference/Cursor-lockState.html

Developer (1 edit)

Edit: For WebGL users, to confine cursor lock, press ESC if your cursor is visible. This happens on launch and after you resume the game from a paused state. 

Update 1: Fixed UI scaling issues, added wayfinding bonfires and turned mouse sensitivity down by 50%.

Developer

There are also download links on the game's page for both Windows and Mac for the fullscreen experience (UI elements are easier to read in fullscreen).