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A jam submission

Grocery DungeonView game page

Submitted by kellycarina, VisualComplex, Zixuan — 1 hour, 1 minute before the deadline
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Grocery Dungeon's itch.io page

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Comments

Jam Host

What did this game do well?


This game was so good! It utilized the PCG concept in such a unique way. What was the most helpful was the map at the top right of the dungeon. When I first entered the maze, I got a bit lost on how to get out and realized I have to traverse the entire thing first which I found out from the map. The environment of the dungeon was also eery compared to the light-hearted nature of the selling of the produce which had a nice contrast, making for a very interesting concept of gathering and selling. I like the characters in your game, seems like they are also automatically generated. I like how the player has to gather the products to sell The game feel for this game is very good. I enjoy the sound effect for entering another room a lot. The space to interact prompt only showing up when you can actually interact with something is also very nice. I enjoyed the 2 gags you put in, the unreachable fruit spawner and the pineapple dimension. The minimap showing where the exit is and what rooms you’ve discovered, as well as what rooms you haven’t was also incredibly useful and a very good feature. The selling mechanics are also very easy to understand. I like the concept of this game a lot! The inclusion of a minimap was really really nice as well. I like the contrast of the dungeon element and the produce selling element, with the two different forms of gameplay providing an interesting comparison with each other. This game did really well in merging the idea of a PCG dungeon and actually having a purpose for the dungeon. The game idea itself is great, to bring groceries from generated rooms (a dungeon nonetheless haha) and giving it to customers. The room and path sizes are consistent and well balanced. The pineapple room was a nice touch, and so was the place where you can’t get any of the infinitely generating groceries at the center of a particular room. Great work overall. The concept is interesting as I haven’t really played many games like this but it reminds of ‘coolmathgames’ type of game at the beginning with selling products to customers but also the dungeon aspect which adds a new dimension of gameplay and exploration. The dungeon implementation includes PCG as well as the customer requests with unique player requests and fruit spawns. The game also has a nice art style and is simple enough to understand and play. The game incorporates procedural generation very well. The controls are simple and intuitive. The art is nice and the environment for gathering the vegetables is a bit goofy in a good way. The lighthearted theme of the grocery shop and the haunting theme of the dungeon unexpectedly worked. The generation was nicely done, the dungeons felt unique and the minimap was a great touch. I also liked the pineapple spawning joke that would sometimes generate inside rooms.

What could this game have done better?


My small note is that initially, I thought that I had to give all 3 veggies/fruits to the lady and was confused when they just walked away. I think that having the person only wanting 1 will force the player to gather produce which is a big part of interaction in the game. On the other end, I think that if you have 1+ produce in the thought bubble, you should have to give them all 3 because it will also force the player to gather. Sometimes the generator outputs a level with some unreachable locations, maybe you need a validator to optimize your generator. I think ui and visual-wise the game could have been more creative. The maze-dungeon was fun but would better if it had a farm or forest like design There isn’t really any challenge in the game. There’s no way to fail. I think adding some kind of enemies in the rooms would make it more engaging while also making the rooms feel more different. Speaking of that, I think you need more gag rooms or rooms that feel unique, since even though the layouts are different, since you just walk through them and pick up all the fruit, they feel the same to play. Also I know I’m the one that suggested it, but I think instead of entering the dungeon costing half your gold at the time you enter, it should be half the gold from when you last exited, since it kind of discourages you from selling anything until you hit 0 gold and can no longer enter the dungeon, since any gold you earn will be halved. I think the game could have made it more clear what the player could have spent their income on - I wasn’t too sure what the point of gathering money was when I was playing at first. I also ran into some bugs when attempting to go through doors. There’s not much this game could have done more as a prototype. Any additional comments would bring in elements of a full fledged game, such as what to do with the coins, reward systems other than just coins for giving customers food, etc. But these changes are for creating more of a complex idea, which would defeat the idea of a prototype. That said, the only thing that could get slightly confusing is how to get to the exit and back to the customers. If there was an indicator to the doors that lead the path back to the customers, then it would have been great. Otherwise, there’s nothing more to say. The game could of definitely been more interactive and challenging. For example adding more obstacles and enemies to the dungeon portion would prevent gameplay from getting stale quickly. The game could also introduce new systems like crafting dishes with the ingredients to be more interactive. There can be more interaction added to the dungeon portion of the game. It felt kind of boring to explore the dungeon and just gather the fruits there. The use of coins can also be fleshed out more to buy tools for exploration for example. I think one improvement is adding enemies or combat in the dungeon area. Right now, the dungeon theme does not feel very threatening and there really is no punishment for the player. I think enemies would definitely add a layer of desperation for players and help make the game more engaging.

I like it, the dungeon’s don’t feel random enough but there’s an actual shell of a game here. Reminds me of the base concept of Recettear. I think it would have been cool to have a button to tell your customer to get out, ’cuz it feels kinda lame to still have like, three things to sell and the customer just stands around like a cockroach.