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A jam submission

Dungeon of Dreams IIView game page

Dungeon Adventure Puzzle game
Submitted by wolfheat — 8 minutes, 8 seconds before the deadline
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Dungeon of Dreams II's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#223.2763.276

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
The game is a genre fusion of games like bomberman and of and a puzzle games. It also consist of treasure hunting after precious gems and coins. And yeah there is a chicken in there as well!

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Comments

Viewing comments 30 to 11 of 30 · Next page · Last page
(+1)

Bomberman crawler returns, hell yeahh! I voted and reviewed your game in last year's jam. That was a cool one. I like the visuals and controls of this game more. It has snappy controls, i don't remember exactly but i don't think there was auto-map in last year's game. It's very well implemented in this one. Also i like it that it's activated when you find the map lying around the dungeon. The is pretty to fun to play and intuitive.

There are two things that can improved in my humble opinion. One is that there's not much of a challenge in the game. The only challenge is navigation. Finding the all the gems and keys to get to the exit. You get heart powerups which upgrade your health but as i see it, it's quite redundant bcs there are no enemies who can damage your health. I think in order to give players the true Bomberman experience, you definitely need enemies and i remember very clearly that there were enemies in last year's game, i wish you hadn't removed them in this game. My second problem with the game is that you implemented minimap but there's no regular map. Some may think that it's no big deal but it held me back from beating the game. I got all the gems except one and i couldn't find it no matter how much i tried. I kept running in circles after i got tired and quit the game. If there was a fullscreen map i think it would be much easier for me to see the areas which i previously had visited since the minimap shows only a limited section of the map.

Overall i think the base of the game is quite solid. It's definitely fun to play. Btw  i think Bomberman crawler is a terrific idea, with some good improvements in the right direction it can become a next indie hit maybe. I has some ideas for a Pacman crawler, i'm surprised nobody tried that for genre fusion in this year's jam. :)) Anyways nice job!

(+1)

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

Submitted(+1)

Very nice level design, I really enjoyed finding the hidden items and the bombs felt very satisfying. I'm not sure which game specifically it reminds me of from my childhood but there is one. The maze was split into areas of just the right size, I feel the automap appeared just at the right time, and the introduction the final boss received was very good. I found that fight a bit rough, he took way too many bombs, but otherwise I really enjoyed this game a lot.

Developer

Thank you for playing! I'm glad you liked it!

The boss fight is hard to balance correctly, but I have really tried. The boss needs 50 bombs to kill yes, but I figured since this is the only combat in the game it's all concentrated into this fight.  My hope was that players would find the fight hard initially, but as they figured out the boss moves and the bomb mechanics it would turn into a fairly easy task.
The game has been updated with a leaderboard for the post jam release and having the boss any easier would really kill any replayability.
I added the information for the game page that you can place multiple bombs which I hope will help.

Submitted(+1)

I think you succeeded. It was like an Elden Ring boss - hard until you learn the patterns, then not hard anymore, and overall both fun and satisfying. I think it will help telling people they can place multiple bombs, that information is super key. 

Submitted(+1)

Well this was really interesting to play!

It feels like a narrowed down, refined version of Dungeon of Dreams 1. Where the first was more kinda Minecraft like with almost every block being destructible and there being multiple enemies scattered all around the map. This was far more laid back, less grindy, and more focused on an almost puzzle-like exploration. And frankly I think it was a good direction to go in!

It felt very chill, but I still had to keep track of my items, and I liked that the map was an item that had to be picked up first. The exception to this vibe of course being the unexpected boss fight. Where I decided against buying bombs and got wiped instantly lol. Fortunately you added a respawn point which is nice.

I also really appreciate the addition of a speed upgrade. And I like how the player is rewarded for being inquisitive in the first stage of the game and exploring, but without being told that they were actively prepared for a boss battle. I assumed it was going to be a score of how much loot I found before escaping.

As for the fight itself I thought it was a bit rough at first with the attacks doing damage over time to the player. But once I figured out the boss's move set I think it actually balances out quite well.

Also as an extra note, the main menu is surprisingly polished!

Overall I thought this was great, and I applaud you reusing stuff in the sequel to your last entry, but using them for a game with a completely different feel!

Excellent work!

Developer(+1)

Thank you for your insights!

I really wanted the game to have two different stages but I also wanted them to blend in a good way. 

I also generally strive not make my games so not to waste players time. I consider their time precious and I try to make the games responsive and interesting. The main way to accomplish this so far has been to work on fluent controls and snappy movement. But I now also try to balance the general gameplay as well, which is a lot harder to get right. I will keep working on it though.

I'm glad you liked the speed upgrade. It seems like other players don't even notice the speed increase, but the 20% is actually making dodging the boss a bit easier. And the possibility to smashing out bombs also increase by the speed, but the control decreases since you have to time all inputs a bit more precise.

I am working on fixing up bugs and making some polish for the post jam release. If you liked the menu in the jam version you might like the post jam release even more, since I have put a few hours into making it more appealing.

Thank you for playing!

(+1)

Simple but engaging and addictive gameplay. Well done!

Developer

Thank you for playing!

Submitted(+1)

Wow! Сool! I really liked the smooth movement. The game feels very satisfying. But I couldn't beat the boss! I only got him down to 29% health. 

I really liked the juxtaposition with Bomberman, but I was expecting the explosion to spread along the corridor lines. And my character accidentally died from the blast radius (not the line as I thought) ahahaha

Wanted to do a similar thing in my game. 

Thanks for game!

Huh, are those the chaos emeralds from Sonic?!

Developer(+1)

Thanks for playing!

The boss is a bit tricky in the beginning, but you start over at the boss if you die so you can try until you win.

I don't know about any sonic emeralds sorry. :)

Submitted

Yeah, I made several attempts but still couldn't beat it -- I just didn't have the patience ahahaha. maybe I'll  try it again. I also liked the store before the boss, but I didn't realize what the chicken was.

Huh, that's a very funny coincidence about the number and colors of emeralds then! The boss design reminded me of Sonic's style too.

Developer

Interesting!

Submitted(+1)

Hey, nice game!

I would say that it’s treasure hunting with bombs which were so nicely done that make this game stand out for me. I like hidden secrets and completing things, so I was looking for all those breakable walls all the time.

Final boss fight was cool too, I was struggling at first until I’ve figured out the simple tactic with which I can defeat them and after that I got to the credits!

One thing to note is that I think level exit should be marked differently and probably placed quite specially, as I’ve exited from the 3rd level before I really wanted to do so as I haven’t noticed that I’m stepping on the level exit “marker”.

Great job!

Developer(+1)

Thanks for playing!

Seems like you had fun playing which I am happy for!

I've planned to replace the portals for the post jam update. I might space it out a bit as well!

Submitted(+1)

You are Dead! (because you blew yourself up!).
Controls are great, I feel like everyone should have instant/near instant step(like yours) - it just feels better imo.

Developer

Thank you!

Submitted (1 edit) (+1)

I like the main menu and settings GUI.  Really sharp!

Movement is fast and clean.  Background music awesome.

Incorporating the help bar at the bottom and easy hiding was a good design choice.

One thing that was odd is the lighting.  You have directional shadows but you have a roof.  Where is the light coming from?  

Other than that, I like your game a lot.

Developer (2 edits) (+1)

Thanks for playing and your comments.

I agree! I have changed the lights for the post jam release version. I also made other updates on various stuff in the game. The light were one of the things that annoyed me as well, but I didn't managed to fix it in time of the jam.


This is how it looks now.


Submitted(+1)

Some really good things movement and bombs felt good. Unfortunately got soft locked, ran out of bombs and couldn't get the rest of the keys. Circled back a few times, but nothing to be found. I bet I miss used a bomb.

also, what do you do with all the coins?

A minimap would be appreciated, specially at the end where the level gets too large. Maybe some room variation

Developer

Sad to hear you soft locked, good thing its not a big.

I know there were a possibility to soft lock, but I tried to create the level so it would be hard. I don't think you can softlock if you only use the bombs on cracked walls though given you pick up all bombs.

There is a minimap, you just didn't find it. Its an item you pick up early in the game.

The coins purpose will become clear at the end. Thank you for playing.

Submitted(+1)

I really liked the fast and responsive movement. That is the way it should be. Otherwise its a nice touch on the cracked walls. The Boss got me the first time, because I did not realize I should buy the upgrades and 3 bombs did not do much :D

Got him the 2nd time as his behavior is somewhat predictable. Had a lot of fun none the less.


Thanks for sharing!

Developer

I'm glad you liked it, thank you for playing!

Submitted(+1)

Nice game here, good doing the tresure hunt. I think it would been good having some none boss enemies show up in the exploring part so could get use to combat systerm. I like exploring but I think be nice have more 

Idea of the boss is good however felt he had too much health but still was fun to battle. One other thing i think might be better is not have the fire deal damage over time otherwise i think boss would be more fun overall.

But overall i like it , good work with it 

Developer

Thank you for playing.

Having enemies along the way was something I considered, but did leave out. I might change it though.

I'm glad you liked it!

Submitted

I think it was inspired to do bomberman in dungeon crawler mechanics.

Submitted(+1)

Another solid entry! Solid control implementation and is easy to get to the very end. I did feel like the final boss and an obnoxious amount of health. I believe I needed to hit it 50 times with a bomb. I gave it 3 attempts and got it down to 4%… It was devastating to not beat the boss but it was not so compelling that I wanted to try again. I was also coming at it after playing entries for about 4 hours so my mind was a bit exhausted.

Overall, great work with this one!

If you would like to rewatch my playthrough, you can find it here: https://www.youtube.com/watch?v=2Q-icuLI6K8&t=14045s

Developer

Thanks for playing and streaming it!

I did arrive to your stream during your play and saw most of it live. Just didn't want to say anything to jinx your playthrough :). 

You got him down to 4% the second try and blew yourself up at the last one... Yeah the boss needs 50 hits to be destroyed but since you can spam bombs he can be defeated fairly quickly once you get the hang of it. The shop gives you options to change your tactics if you want so if low on bombs you can skip the other power-ups and add another 60 bombs if you want to.

I changed the boss fight several times trying to get it to a sweet spot during development. Its really hard to get it to fit everyone. I initially had the boss retain the same health level at player death, but that didn't feel right so I changed it.

There is a minimap in the game, you just have to find it.

Thanks!

(+1)

Very nice game. Love being able to blow up walls. Movement controls are nice and overall controls are great. The dungeon textures could use a little variety but otherwise a good job, really fun to play.

Developer

Thanks!

Glad you had fun. Variety for the walls is a great suggestion.

Submitted(+1)

Bomberman and DC feels like a really good - and underused - fusion, very good idea :D

Controls were simple and the atmoshpere is good.

I think I would have used a more dark-ambientish soundtrack for the game but it's more of a subjective opinion, music was good.

Developer(+1)

Music is hard to get right. I think I did good for the boss though.

Thanks for playing!

Submitted(+1)

Great controls. Difficult during boss fight but I got a pattern down after a few attempts.

Submitted(+1)

I enjoyed playing this. Controls felt smooth, fun idea going around blowing things up with bombs. I needed two attempts for the boss, but once I formulated the hit and run strategy and placing a band of bombs while doing so, the fight didn’t take too long and didn’t seem too impossible. But trying like I did the first time it was very hard and a very protracted fight. It was also a bit easy to get hit multiple times which felt a bit over punishing.

The effects around picking up “coins” was a bit confusing in the beginning and made me think I was doing something wrong or need to watch out for some traps. This was also before I got a second heart, which means it wasn’t clear if health was going to be shown as a partially colored heart of that one heart or in an other way. The first times I noticed those flashes was also next to a wall crack and it sort of looked like they could be coming from the crack.

But after that pretty much everything was smooth sailing, well except for the first boss fail, but that’s entirely fair to have to retry.

Playthrough: https://youtu.be/ajtO_JxHDX8

Developer

Nicely done!

I have change some things for the post jam release already, and I think it will be a lot better. I found a bug in the code which made the bosses jump attack reach one tile further than it was meant to. I think it is more coherent now, but I was so used to it that now the boss is a bit to easy. But I guess that always happens with your own babies. 

Also the electric particle effect was something I forgot to change before the release, but its changed for the post jam release.

Thanks for playing!

Submitted(+1)

This was really fun! I enjoyed the Bomberman aspect. I found the boss a bit too much health which made it tedious more than anything. I only managed to blow myself up once!

Developer

Thanks for playing!

Nice that you had fun, but the boss being tedious. For me, I cant wait to get to the boss and massacre him and I'm still having tons of fun doing it. I even thinking of adding an unlockable boss fight mode with an upgraded boss where the player has infinite bombs.... Well see what it becomes of it.

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