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Tunnel's Haunted's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #3 | 4.571 | 4.571 |
| Overall | #9 | 4.093 | 4.093 |
| Gameplay | #9 | 4.036 | 4.036 |
| Theme | #10 | 4.321 | 4.321 |
| References / Humor | #26 | 3.750 | 3.750 |
| Ambience | #37 | 3.786 | 3.786 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit into the theme?
The pegs in the game have skills that can activate each other. The player's goal is to utilize this mechanic to make a powerful setup.
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Comments
Loved this one! The pixel art is great. The gameplay is fun and unique and hits the chain reaction perfectly. Probably the best chain reaction mechanic I've seen. All 5 stars, with just one small ding for ambience, as the UI could use more polish in a future iteration, and the mix of 3D and 2D felt ever-so-slightly weird for me. I personally would have preferred all pixel art for the background (though the zoom effect through the tunnel was satisfying, so I dunno.)
As for suggestions for future improvements, adding music + sfx to the initial cutscene would be amazing. And when you drag and drop your new peg into your inventory, it would be nice if the drag showed the icon as you dragged. Right click to remove was fine thanks to the excellent tutorial, but I did intuitively want to drag pegs from my board BACK into my inventory to remove them, if that makes sense. :D
I do kind of get what you mean with the 2d-3d, but in the end it ended up being about which team member has the most time to work on what.
You are absolutely right about the UI. đ It is our biggest weak point, definitely in this project but also in general.
Ahh I do see what you mean about the inventory. Iâll try to make that work for the first post-jam patch.
Thank you very much for the in-depth comment!
Very fun idea to reverse peggle and make the player be the pegs. Also I absolutely adore the live Doki camera - it's super cute. Fun game
Thank you! Iâm glad to hear you enjoyed it!
I'm not normally one for roguelikes but this really gripped me. Unfortunately I couldn't beat the boss on my first try, keeping my health up for so long will be tough!
Music gave me some real Touhou vibes, sprites were nicely unsettling, the opening cutscene got a good laugh out of me, amazing work!
Thanks for playing and enjoying!
Yep! The scrolling 3D background combined with the music is massive Touhou vibes. Micro, our member responsible for the music did a great job with the stage theme!
One of the most unique gameplay styles in this jam. So good that I pressed "Continue Playing" with no hesitation.
Thank you for playing!
Great art and fun and addicting gameplay. Really enjoyed playing it till the end and kept going!
Thank you for playing!
This game was fuuuuuuun!
Perfect execution of the jam theme, great ambience (love that soundtrack), very fun bounce mechanics and lots of Doki references!
Didn't get to try all of the peg types but managed to beat Mint and kept going until Stage 25 with the same setup!
Awesome! Glad to hear you had fun!
Duude! Really loved playing this game. All of the mechanics really complemented each other.
I enjoyed watching a friend play Nubby's number factory and I finally got the taste of it here!
This is the build I did. And got through Mint with it.
Heck yeah man! So glad you enjoyed!
Awesome game!!! Managed to beat stage 19!
I didn't even have problems with the web version. I don't know what to say, I had a fun time.
only problem I maybe had, was that I sometimes tried to place a peg and didn't hit the right spot and had to re-move it to where I wanted it more carefully. Could maybe help if it was placed in the nearest possible spot, but I could also just be more careful
Thank you for playing and enjoying!
We realized too late that the peg placement is a little too precise because early in development there werenât too many pegs on board. We are thinking of adding a âsnappingâ feature to move the pegs just outside of anotherâs zone, but since that doesnât count as a bug fix, it will have to be after the jam is properly over.
Aside from pegs not defaulting to near instead of going back to its previous position when placing them the game is really good, interesting and fun. Abilities have a bit too much text but that's on me, I like to play these games really brainless lmao
We are thinking of adding a feature that snaps the pegs to the nearest safe point. However, since that probably does not count as a âbug fixâ, we can only add it after the jam is actually over. We found out the hard way why most roguelikes have at least 2 types of items. Slay the Spire has cards AND relics, Nubbyâs Number Factory has items AND perks (and food), Noita has wands and spells but it also has perks/abilities. The more âtypesâ of items you have in a roguelike, the more you can afford to have minimal text on each item. Thank you for playing and enjoying!