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A jam submission

The Knight of Tyr Ba'cockView game page

Submitted by mass — 2 hours, 23 minutes before the deadline
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The Knight of Tyr Ba'cock's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#74.1234.250

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
Fusion: The game is a fusion of dungeon crawlers and 2d platforms, used to resolve combat
Treasure Hunting: There is an optional secret hidden in each level.

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Comments

Submitted

WOW! Really impressive game! It looks like a full game! Loved the humor inserts, and the mix with the platformer looks interesting! But if trying to give some criticism or ideas: I would like to see a smoother transition from dungeon crawler and platformer. Like having the platformer be 2.5d graphics too or something like that.

This is a really cool game!

Submitted

Very nice game. 

The writing was very good and fun for the game and I like how self aware the game is with the writing. The art looks good and the combat is very good but felt repetitive and it did not give reason to enter combat so was better to avoid. 

Overall the game is very good mainly due to the writing, great work on it.

Submitted

OMG absolutely amazing! I really enjoyed this one. Very complete game! So much going on. The writing was fun, it made me laugh a lot of times. Honestly I don't think you can ever have to many palette-swap jokes. I am impressed by your ambition, building two games at once is quite the challenge!

I was able to walk on air at the final area and I made it outside of the flaming area, both of those moments were fun for sure.

Submitted

I don't think I can say anything that hasn't already.
Funny writing, good execution of the theme with the combat, but repetitive scenarios.
The writing really holds everything up though.  Great entry!

Here's my playthrough. 
(The last area was a little hard to navigate and I think I went out of bounds at one point.)

(1 edit)

I find the visuals of the game very succesful and charming, UI, DC portion, platforming portion, i especially like the character sprites. I also enjoyed the humourous and clever wiriting of the dialogues. My only major issue with the game is that i personally don't think dc/2d platformer fusion  is a very good idea i mean it could be a good idea for the fusion maybe but not in combat. Maybe it could be like Zelda 2. The overworld is 2d sideview and when you enter dungeons the camera switches to first person view or  something like that . Combat didn't click with me for couple of reasons:

A: It's repetitive. You play in the same area back to back a couple of times, same enemies, same layout and on top of that i think enemy encounters are too frequent. Also i learned it before reading your description page that all enemies respawn when you load the game :)

B: There's no reward for getting into combat. There's no character development and equipment system in the game so  you don't gain experience or get loot from combat, you just get some potions which will heal you at the end of the combat.  So the way i see it, the enemies just serve as roadblocks. It could still be fine for me if encounters weren't this frequent and combat didn't take so long+repetitive

C: This can be explained with the abstraction principle in games  but i personally find it incoherent. Not sure it can be really considered as a flaw. Maybe it's just a personal thing but we encounter with one enemy in the dungeon, why do we have to fight against  whole gang of enemies in 2d mode? I think then they should be represented as a group of multiple enemies in the dungeon or we do 1vs1 combat in 2d mode

These are the notes i took about your game. I played it around 1 hour and then had to abandon it bcs of the reasons i stated above. I think if you fix a few things here and there, it can become a very fun dungeon crawler game, the base of the game looks pretty solid and it looks very nice/polished

Submitted

Very well made and I loved all the chicken puns.

Great story! I included it in my compilation video series of all of the games from the Dungeon Crawler Jam.

Submitted

Really amusing!  The art is great.  The writing is delightful.  The minigame was a little lacking, was never really much of a challenge, except for accidentally learning how to double-jump.  I even tried double-jumping early, but it never worked (I'm used to needing to do the second jump at the apogee or something, instead of so early, maybe?) and then accidentally did it later :).  I couldn't find the third secret, but I think I found the rest.  I even searched quite a while out of bounds :). Nice job!

Submitted

Really good game. I enjoyed the crawling with all its story and writing. It must have been fun coming up with all that. The art and music was very fancy. A bit dark at times, I was playing while still day outside and it was quite hard to see anything at times. The fights was an interesting genre fusion. There were loads of effects to go around, but I think I’d really would have liked some around the running and landing (dust or such from the floor) and the movement was a bit on the slower side so it felt like a bit of a walk when revisiting a particular level and getting around to all the enemies. In part it might also have been due to the fighting being relatively low risk, so there wasn’t much tension.

Overall though a very polished game with loads of polish on various details.

Playthrough: https://youtu.be/nD-w7AZ70IU

Submitted

Fantastic entry! I had a ton of fun with this. Everything is great - the crawling, the art from the tiles to the sprites and animations, the combat was engaging and unique and the story had me laughing and was well put together. I managed to find a secret but I'll have to go back through to get them all.

The platforming/combat was so well done it could almost be it's own game without the 1st person crawling, I liked it that much. Some progression could make for a more rounded experience as well but minor in the grand scheme of how high quality this is.

Kudos on a great entry, I hope you get that last fight in post-jam I'd like to play through again and maybe get that evil ending I picked lol!

Gameplay here

Submitted(+1)

Super funny and gave me a lot of 'Mounty Phyton' vibes which was most likely your intention all along.

Certainly exceeded my expectations for a 9 day crawler by far.


Well done!

Developer(+1)

Thank you :) It really make me feel good to hear you enjoyed it. Honestly, making a funny game was the main success metric for me.

Thanks again!

Submitted

I really enjoyed it. Loved the funny dialogs and the overall level design. The half hight blocks combined with some props generate a interesting open world experience. A part from your last years entry it seems kind of unique to me. Or maybe it is the combination of the geometry along with the texturing. I am not sure but I like it a lot. 

The "nothing here" secret was also one of the moments I laughed out loud. Brillant and very inline with the Mounty Phyton vibe. While I was playing I often thought "would'nt it be cool to be able to jump onto the half height tiles?" Maybe an idea for next year?

I read that you are not happy with the movement, I did not have much issue with it. I think it is okay. But if you are interested I went past queuing and now prefer to use a camera follow model. So the player movement is instant and the camera follows the player. This allows the player to move as fast he likes (and you allow) without being forced to wait for the transitions. Think of it more like a way point system rather than an input queue system. This of course solves some problems but generates others. Namely clipping. You have to make the camera follow system level aware so it can and must adapt to the content of the tile it is going to pass. It is not always a perfect system and it is more or less in a experimental state. Just mentioning it to hopefully spark some ideas.


Cheers!

Submitted(+1)

I had a blast with this one! Dialogue was very good, thank you for the laughs. I felt like I was watching a Monty Python dungeon crawler.

Only downside to this game was that the side scrolling sections were a bit boring. They felt good and played well but after the 5th encounter I was trying to avoid enemies.

I also loved how self-aware the game was. Great job! Thanks for making it :D

If you would like to watch my playthrough, you can find it here: https://youtu.be/1SWQhz5aIbI?si=6cP9fygMqh2jrefO&t=8325

Developer

Thank so much for playing and streaming it!

I found your insights invaluable while watching your play. I definitely wasn’t biting my nails or anything :D

The platforming sections are randomized by territory and I just needed to make far more. I think I will try to procgen some of these combat arenas, similarly to how Spelunky does their levels: a composition of authored fragments, each with several optional decorations that can be turned on and off. That way, you won’t play the same level twice.

The other thing I was going to do but forgot to was to keep track of the ones you’ve played, or at least the last one you played so you won’t play the same one twice in a row. That may be a good post jam compromise.

I’m glad you liked the humor. I watched a lot of Monty Python in my formative years, so I think it’s safe to say that it’s had an impact on my sense of humor :D

Thanks again!

Submitted(+1)

Nice style and game feel.

Movement felt pretty good, a touch where you could store up turns after movements would be nice.

Graphics and polish was the parts I liked the most.

Interesting with the platformer combat screen. It worked but was a bit to easy and made it into two separate games with a bit loose connection.

Not sure what the secrets I found were or how many of the total I uncovered. Would be nice to get this info at the end.

Overall pretty good entry!

Developer

Thank you :)

I must be overcomplicating, but every jam I try to do input buffering and every jam it feels off. I’ve player other games with input buffering and they feel great, so it’s my crappy implementation that is the problem. Maybe that should be my goal for next jam.

I also with there was more connection between the two parts of the game. I had too many ides, but ultimately no time left to implement them.

Thamks again for playing!

Submitted(+1)

Well to be fair, your system is good as it is and better than most games in the jam. So its more of a nitpicking for details. I replayed your game to feel the movement again and I can not see any input buffering for fast button presses. Held buttons work fine, but does not really accommodate for a second button pressed during the movement. I got a fairly working system for my game last year so this year I just reused it. But still some players still find it confusing... If you plan to enhance your movement system you can just do it before the next jam.

Developer(+1)

Sorry, I meant that my implementation was too crappy and I removed it. There is no buffering right now.

I do like how input feels in your game though.

Submitted(+1)

That was fun. I played two times because for some reason first time sound didn't showed up. Second time I attempt speedrun) I found it difficult to find a way on 3d level and found a absend wall near the entrance to succubus lair. Also I could get healed by potions in starting house and first level. Overall I wish I have this polished game made within a week. 

Developer

Thanks for playing!

Haha, welcome to the out-of-bounds club. I discovered it just before the deadline and said “I should fix that” and then forgot.

Glad you liked it!

Submitted(+1)

Nice, stylish and hilarious game!

I’ve really liked the presentation, the art, music is epic and fitting, dialogues are cool and funny. Platformer part was nice, but I would’ve liked more challenge there, the only challenge I found was jumping through the platforms, while fighting itself was way too easy.

On that regard I felt like fights was too repetitive, I had to go through the same fights over and over through the duration of the game. I totally get the time constraints is a huge factor here, but either simple progression/levelling or harder fights would’ve made them more meaningful. Even if progression was just making MP bar fill faster or your movements faster would’ve added a lot in my opinion.

But overall I think I’ve liked most parts of this game, great job!

Developer(+1)

Thanks!

The combat is way too easy, especially since you can stun lock everyone, and the AI is really dumb and doesn’t aggro as much as it should. I need to rewrite all that post jam. I had all these plans about progression, items you could find in one portion of the game to help you in the other portion but I ran out of time :(

Still, I’m glad you had a good time with it :)

Submitted(+1)

I found the 5 secrets, read all the lore and it was worth it. Nuggets is cool. "Nugget's beak is sharper than other chickens'" was such a great answer.

The presentation is amazing in this one, the fonts, the environments, the sprites, the transition screens, all perfect. Both parts also control perfectly and feel super good, the speed of the characters during the plateforming parts is perfect and the fighting part feels great (it doesn't feel floaty).

My only complaint would be that the game was easy to a fault for me. Also, purple bathrobes are cool.

Great entry overall.

Developer

Thank you, purple bathrobes are cool.

I was afraid the platforming would feel pretty weak, so I’m glad you liked it :)

HostSubmitted(+1)

I have to praise the polish and execution. Every thing looks great, feels great and plays great too (well, the platformer could have W/Up/8 to jump).

The two separate parts (platformer and dungeon crawler) are both solid in their own rights although I did miss a reason to do these fights - other than it being hella fun fights! Some exp or progression system would be nice but I understand the size of the scope and theme selection prevented a lot of things that would probably would've been present if you've picked a different theme. That being said, it's a great theme interpretation and I had lots of fun and giggles; the dialogues are hilarious :) 

Developer

Up for jump? You are a madman!

I’m glad you enjoyed the game :) Doing both was challenging, and I had to skimp out on progression. I wanted to have more special moves you could do other than spamming the Cluckoonen, but time wasn’t on my side. On the other hand, this is definitely something I want to continue tinkering with post jam, so we’ll see :)

It makes me happy you liked the dialogues, writing them was probably my favorite part :D

(+1)

This game is properly funny to my sense of humour. I laughed out loud in several places at some of the monster names, dialogue and descriptions. I can imagine you chuckling to yourself while Mrs Mass rolls her eyes across the room (or maybe she's the funny one?).

The art is fantastic, and as I understand it's from a variety of places but is blended so nicely together. Please send my regards to your better half for her contributions too on this front.

I think it was you who mentioned the difficulty of essentially creating two games for this theme and jamming them together, at the risk of both being half-baked, but I wouldn't say that's the case here. Minimal perhaps, but the execution is really nice.

Of course there are a couple of areas in which you ran out of time, but I completely forgave those aspects because the game is so self-aware to its flaws. In-fact this general, tongue in cheek, self-depricating humour throughout was just so well done, that I spent the whole game eagerly awaiting the next piece of dialogue.

The music and general atmosphere gave me a real flashback to playing "Robin Hood: Defender of the Crown" on PS2 - the games are truly nothing alike, but it just has the same vibe that really clicked with me. Loved it truly, well done.

Developer(+1)

It’s good to find someone who shares my sense of humor. If I can get a chuckle out of people, then the game was successful. At this point, my wife has learned to be wary of any sentence I utter that begins with “Hey baby, did you know that…” 😂

Most of the art came from an asset bundle, and the artist is really talented. I have also passed on your regards to my wife. Her chickens were the exact level of unhinged I was hoping for.

I wish I could have spent more time polishing it, I feel like I have the bones and structure of a fun game, but I need to better polish and integrate the mechanics. I especially want to tie the two modes in a way that they contribute to each other rather than being quite separate.

Thanks again for playing, alerting me of the bug.

BTW, masterful stroke having MS Paint open with the hand scrawled “Crash :(” in the background of the game. I genuinely chuckled while also freaking out lol.