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A jam submission

Three-Body DungeonView game page

Are you a bad enough dude to control three Hecatias at the same time?
Submitted by create2019, Node, illusorybread (@illusorybread) — 6 minutes, 11 seconds before the deadline
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Three-Body Dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Concept#14.7194.719
Gameplay#43.9383.938
Overall#73.9063.906
Visuals#84.0944.094
Balance (Challenge and Fairness)#123.1253.125
Audio / Music#133.2813.281
Story / Writing#212.7192.719
Use of LGBTQ+ Themes#242.5312.531

Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
create2019 (https://create2019.itch.io/), Nodegama (https://nodegama.itch.io/), mojo, illusorybread (https://illusorybread.itch.io/)

Streaming Permission

Yes

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Comments

Submitted(+2)

I think this nails it for being the most innovative concept! And it’s executed pretty well too, lots of little details in the art of the characters and the map that help the gameplay feel reactive and give an indication of what you’re doing, which is important for a game that tests your multitasking brain like this.

I kind of struggled to come up with a better idea than bundling all my Hecas together and making a super gun to tackle every problem with, though I’m sure there was a better way to beat it than that :D Still though, it’s really tricky to get used to controlling the Hecas - I think I found that harder than any of the puzzles or action sections (or rather, they were only hard because of the controls). That’s just my experience though, not a criticism or anything!

The visuals are cool and coherent, the little faces Junko and Hisami makes are so amusing to me. I think the concept with the changing audio was neat though the loops came out a bit repetitive. It wasn’t grating or anything though, so I think it worked.

Developer

Thanks for playing! The multitasking is definitely meant to be the main source of difficulty, so we imagined that a successful player would find ways to reduce the multitasking requirements: typically by controlling all 3 like you did, or sometimes by leaving 2 to cover some directions while controlling a single Hecatia. We wanted the players to get a taste of how difficulty it'd be to have three bodies, so that they can better appreciate how awesome Hecatia is.

Basically – you got it! Congrats. :D

Submitted(+2)

My god this game was amazing, even if I wasn't able to finish it (Was not a bad enough dude :<)

The concept was 10/10, and while the controls took some getting used to, it was well worth it in the end, plus the bomb system is amazing!

Will definitely be giving it another shot soon ^^

Submitted(+2)

I am apparently a bad enough dude. This an easy contender for best concept in the jam. As fitting her canon, Hecatia's 3 bodies lend a huge amount of power that would make the game trivial... if you could control them efficiently. And its fairly deliberate the devs granted the raw power because no one is doing this efficiently. Yet with three bodies and free reign to decide what to upgrade on who, the player is free to experiment with their own solution to the three body problem. I favored a slow and steady approach, setting up 2 Hecas as turrets to counter spawns and using the third to kill the spawner itself. And then halfway through wandering ghosts show up to challenge my playstyle and force me to adapt. I have seen someone else stack all the upgrades for a super Hecatia, trying to narrow the control issues. A game that gives tools to the player to use and leaves it to them to decide how to apply them is ripe for emergent, engaging gameplay.

Besides the gameplay, the UI is very well done and it needed to be with how the amount of information is needed. Lighting up the hats of the active bodies is very clever. Also clever is the grass around fairy spawners. They warn the player a spawner is near before they are on screen, and the withered grass marks cleared areas. It is actually a shame the later spawners don't have a similar callout. The sound work and other visuals worked well enough to support the game. Nothing stood out, except maybe Hecatia's chest. 

For such a strong base game I would have liked to see more of a story and depth to the characters. I wanted to play with the bombs more, but with them being the only apparent source of health recovery I felt obligated to save them all for Earth. Maybe Junko could restore some HP?

One final note- whoever designed that room with the wolf spawner and a ton of yin-yang spawners in a tight twisting corridor, you are an absolute fiend and I want the fifteen minutes of my life back I needed to clear it with two of my Hecatias at 1 hp.

Developer(+1)

Congrats on finishing the game! Thank you for playing and thanks for your comments. An easier way to heal would definitely have changed the bomb economics, and would probably have been needed if the game was longer.

Unfortunately, we cannot refund your 15 minutes, but at least you got to see the outstanding ending screen.

(+2)

Such a unique concept! The artwork is great, as well as the sprite work. I love the UI, gives me a feeling like SMT or Mother series. 

My favorite part is the gameplay mechanic of controlling the three Heca's. I appreciate the clear indication that Z /X / C are used for controlling them-- and when you have a key pressed, the key shows a "pressed down" animation with the associated color of the Heca you control. Unsure what SPL / or I assumed Spell Level does, I didn't notice it make any difference of anything, but I could have been doing something wrong.

Level design rocks, and I love the unique challenge of setting up throuple Heca between the dungeon corners to attack enemies. I think the enemy spawner mechanic is fine, but the same enemy typing gets redundant. I like the knockback the player feels when hit. Health is few and far between, but thats also a skill issue for me probably. I like the music, and the game is really fun! Reminds me of a lot of retro games I loved like PKMN mystery dungeon, or Four Swords Adventure, really fun and I would love to see it fleshed out more!

Developer

Thank you for your kind words, and thank you for playing!

SPL makes the corresponding bomb more powerful.

Submitted(+2)

A very interesting game, one of the better concepts in this jam I think.

Unfortunetely it becomes very hard since the player cannot heal Hecatias much, and the enemies become a bit boring (the same thing over and over again), but the spawner feature is interesting.

Anyways, graphics are good, music isn't bad, I have 0 idea how it would have pride themes but the idea is great.

Oh btw I'd love to see more puzzle elements like in the first stage of the game.

Also I hope my opinion isn't that harsh. Good job!

Developer

Not harsh at all, thank you for playing and commenting on our game!

We've release a post-jam update that (among other things) adds some more resources to the game, so that you'll have more bombs to heal with.

(+3)

Bad Dudes reference detected. Yeah of course I'm playing this game now.

Frick, I love how this game plays. The controls are super clever, even if my aptitude with it is pretty bad. It's such a cool gimmick, one that could've easily been super ignorable if not handled well, but the level design does a great job of forcing you to use all 3 Hecklers separately and simultaneously, rather than letting you steamroll everything by bunching them all together. I love the little optional paths, too. The enemy designs are also pretty clever, with each of them having just the right amount of health, I think. Judging from the readme, a ton of the game's sprites are royalty-free online stuff, but gosh, the stuff that's definitely original is great enough that I'll still give this a high visuals score. Music's great at well, really nice retro sound. The whole game really feels like one of those experimental third-party Genesis joints, in a good way.

The only real complaint I have is that it seems pretty easy to make one mistake, then get sorta combo'd to death by enemies if you can't regain control of your Trihecta. Maybe that's a skill issue on my part. Also Hisami is pretty easy in all 3 fights, at least if you have a couple bombs stocked up, but you know what, that might be a good thing-- I would not wanna get killed at the very end and have to start the whole thing over. Oh, and I didn't really understand what the Spell Level was for. Like, maybe for fire attack it increased damage, but for healing and mysteriousness I didn't notice the level making a difference on the spell's effectiveness.

In short, it's like... Bad Dudes. Yeah, that's what I'm goin with.  Bad Dudes if you controlled 3 orb-had ladies from a birds-eye view and you shot projectiles and it was on Genesis and had really good level design. Yep. Definitely an apt comparison.

Developer

Thank you for playing!

Turns out there was a bug with the bomb scaling, so I've just fixed that. (There was also a nasty crash against the final boss. I fixed this too.)

Again, thank you for playing. If not for your post, I might not have found that bug so soon.