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A jam submission

Phantom TroveView game page

Dungeon crawler with battle stripping!
Submitted by Impy — 2 minutes, 46 seconds before the deadline
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Phantom Trove's itch.io page

Results

CriteriaRankScore*Raw Score
Ambition#24.5604.560
Aesthetic#44.5204.520
Novelty#54.0804.080
Play#113.9603.960
Overall#173.4083.408
Sound#173.3203.320
Harmony#263.4003.400
Horny#323.2003.200
Stealth#412.0002.000
Narrative#432.4402.440
Kink#442.6002.600

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Stuff you didn't do during the jam
I used a few older scripts in the title screen, sketched concept art, and did some prototyping on the shader before the jam.

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Comments

Submitted(+1)

This might've been the most excited I was playing a game in this jam, the nostalgia was powerful and even though there aren't a ton of different things to do just exploring and running away from enemies to try to find a more advantageous spot to engage was really fun! I don't think I quite understood how the character switching worked as at one point I had the one with the most health left but got hit and a different one got knocked out, but it didn't really hurt my enjoyment of my time in the game. I was SO CLOSE to the end before I got knocked out but was very relieved to not have to start all the way over...and then I don't think I took another hit once of course lol. All the little complaints I had have been mentioned already and it sounds like you already have plans to address them in an update, so I'm just going to say thank you for making such a fun throwback to DOS days!

Developer

Thank you, I'm very happy that you had so much fun with it! Clicking portraits just shows what equipment everyone's using, they all takes turns to attack regardless of who is selected, after I add spells there will be more of a reason to select different party members. The resets are meant to be pretty generous, this is a game where losing party members is supposed to be unavoidable for a gameplay reason that I couldn't quite finish on time.

Before the jam, I mentioned a mechanic in the "Plans and Progress" thread where party members would run away to hide somewhere after getting stripped in combat, it was meant to be the centerpiece of this game. I thought I'd be able to get more finished than the key puzzles and some enemies, but I still feel good about putting all of this together in a month, I knew I was being too ambitious and that I wouldn't be able to get everything I wanted done. Check back in a couple of years if you liked it, I have some big plans!

Submitted(+1)

Fun! I always find myself looking forward to your jam entry during the rating period, since the gameplay tends to be interesting. Even so, I did not expect to see a full-on first-person dungeon crawler. This is impressive. Old school, too - I had a good time with Might and Magic VIII back in the day, and this captures the vibe quite well, especially for such a small project. And procedural map generation? Which actually works? Daaaang. This project is definitely going places.

Developer(+1)

One of my lifelong dreams is to make a Might and Magic style game. This project isn't quite there yet, but I feel pretty good about the sort of foundation that it established for me to build upon. I usually continue to develop my jam games for another year or two, and I've got enough enthusiasm with this one to give it as much time as it needs!

Submitted (1 edit) (+1)

Hell yeah you did it! Impressive work. Always love your art, so cute and sexy.

The defeated characters running away and blocking you is such a fun interaction, the big gal looking back with a side eye while showing their big butt <3

Some critique though: I’d make the keys more distinct colors, bronze and gold kinda got mixed and I was a bit confused at the start when I got a key and tried a keyhole but nothing happened. And I could swear I had the right key.

I’d love a bigger map. It’s kinda easy to get lost and wonder around needlesly long.

Beautiful project. Great job!

Edit: Thanks for Linux version

Developer(+1)

I'm very happy you liked it! I want to have most of the enemies look of their shoulders when they run, I'll probably redraw the goblin that way too, I just made her sprite early when I wasn't fully sure if I wanted to do 4 directional sprites or not. I'll try to make the keys more distinct in the next update and give a full-screen map too.

Submitted(+2)

The visuals are very charming, and the procedural generation is extremely impressive. Though the blur effect on everything more than one tile away makes it difficult to spot the tiny keys on the ground from afar.

Enemies were charming, and the fact that they stay around after you kill them is satisfying. But I would appreciate if their hitboxes would be disabled after killing, I was often stuck in a hallway waiting for an enemy to slowly run away from me.

I got completely lost, found a few bronze keys, but all the keyholes I found were silver or gold. Eventually found a silver key, and was confused when the keyhole appeared to do nothing. The keyholes being separated from the doors took me a while to realize. Lead to a chest which gave me a 'new weapon' but I didn't notice a difference in my abilities. I really don't have good memory, so the lack of direction/waypoints really got in my way, but I can see the benefits of that design, really does make you feel like you're exploring an unknown territory.

Developer

Thanks for playing! I have some loose plans to address most of the issues you've come across, I'm hoping that after an update or two the game will open up a bit more for casual exploration. There are two silver keyholes both of which give gold keys, which lead to the ending area, and you get more bronze and silver keys than you need. The whole key puzzle thing is somewhat of a temporary measure to give players something to do until I can expand the game properly, I may have gotten carried away with the complexity a bit.

Submitted(+1)

very stylish. i found the sort of tank controls / dungeon crawler controls a bit awkward but definitely very flavorful. perhaps the most interesting aspect of the controls is dodging... to pull off a dodge you have to kind of quickly turn and then move. it is satisfying to pull off, although i am definitely bad at it.

it was nice to sort of get a sense of where things vaguely were as i kept playing through the game. i think the map helps a lot with not getting completely lost, as it's at least possible to anchor landmarks to "down and to the right" even if not exact locations.

i think a little bit more interactivity/ui for the key holes could help ease people into the game. i figured the doors were probably locked but i think it helps sell the idea if they tell you in some way (e.g. if they jiggle when you try to open them without a key or whatever).

i ended up having sufficient health to get through the game, although i did lose one lady in the final battle. it's not clear to me exactly what will happen if you are defeated (i tried starting the game again and getting defeated) but the game seems forgiving enough in terms of health. there was nonetheless some tension in that i didn't know if i would lose a lot of progress on defeat so i was very careful to avoid taking too much damage.

in terms of the enemy hitbox thing, i was able to sometimes get them to disappear by stepping away, but it didn't seem very consistent. i guess when you say disappear you mean they have to vanish into the distance, rather than be simply behind our view.

speaking of which, i did wonder when playing if enemies would be able to ambush me from behind. i never really found out. (actually, i just found out when writing this. the game was sort of idling and an enemy attacked me from behind. welp. that answers that).

meta note: the game is still quarantined for me. :( every time i see the popup i am more and more convinced it is a malware related popup rather than a "too horny for itch" related popup, which is both somewhat encouraging and really frustrating at the same time. at least you're not alone, i'm in the same boat. :P (my takeaway is to just never ever upload another embedded pck game to itch).

 the procedural generation is very cool. my map seemed like a pretty coherent level all together. the gold key building was very recognizable, for example. i also liked the variety of the different building configurations (wood, stone, etc). it is neat how the final boss fight gets locked away behind the final door. 

good job!

Developer(+1)

Thank you, I'm glad you had fun with it! I want to add a full map in the future to help with navigation. Adding a handle jiggle and sound effect for locked doors is a good idea. Losing characters is meant to be an unavoidable and natural part of the game, but the features associated with that mechanic aren't in the jam release, so you're not missing much at the moment. Not getting blocked by naked enemies will be easier in future versions, I tried some solutions like being able to move through them or shoot them out of the way, but I think the one I'll end up using will be to immediately remove anyone you're not seeing, so just turning to the side will be enough.

Submitted(+1)

Loving the visuals here. The characters a super cute and I find it funny that after defeating an enemy they get stripped and awkwardly run away, hehehe

Developer(+1)

Having naked enemies escape was something I wanted right from the start, it didn't feel right to just make them vanish. I wish I had time to make the defeat animations for the party members too.

Submitted(+1)

The scale of this entry is crazy. Really vibing with the whole setup. I feel like theres no need to echo the keys and hitboxes problems.

I was really confused on my first playthrough because I either could not find the last golden key, or that room didnt spawn? (building inside a cave). I got it on a replay, so I know what I was missing, but I feel like I scoured the map 3 times and wasnt sure what i was missing. I had to look through comments to find it was procgennd

Could easily see the base for a great game going forward, my personal wishlist is damaged sprites for when you reach health thresholds

Developer

Everything should be getting placed, but there can definitely be some not as good layouts. I'll probably trim areas to have fewer sectors in the future, and it'll hopefully get easier once I add support for opening the full map. Damaged sprites for low hip points could be fun, I definitely want to have embarrassed naked ones that run away when party members get stripped. Thank you for giving it another playthrough to see what you have missed!

Submitted (2 edits) (+1)

Damn! Damn! Insane that you got this out in a month - that classic colouring? The procgen map? It has me feeling nostalgia for a type of game I really haven’t played much at all. The campiness of the concept and writing is really quite charming, and the goblin designs and the player armour icons to the right are real standouts.

I was definitely hurting for some sort of “bring up full map” button, since its large enough that I got turned around a few times even with the minimap. Also echoing that bronze keys and gold keys look just a bit too similar; even just a prompt saying “Requires Gold Key” would have stopped me mashing away at a keyhole that was never going to work. Ditto on enemies losining their hitboxes when defeated, since that was my other big pain point playing through.

The ambition in this project can really be felt - I saw you mention in another comment that you don’t know how long there’ll be web access to your games. This is a hell of a love letter both to creating horny games and this genre, and I wish you all the best getting this to be the horniest, most fun realisation of the idea you can find!

(Also seeing you submitted 2 minutes before deadline - HOO. You must of been sweating!)

Developer(+1)

Thank you, this is probably my most ambitious jam submission of the past 6 years. Since the foundation was so big, I didn't get to make much of the fun stuff and actual world building, but I feel good about what I did get done. I'm planning on gradually adding a lot of the changes you have suggested, I just need more time to build the supporting elements for things like the minimap expanding. My game was ready to be released about 2 hours before the deadline, but I felt like that was enough time to get the equipment system working, so I hastily made the code and assets I needed, updated my files and got a slightly upgraded version uploaded 2 minutes before the deadline instead.

Submitted(+1)

WOW impy this is really impressive. Fantastic job

Developer(+1)

Thank you! I wish I had time to add more than just the core mechanics, but I still feel really good about what I accomplished.

Submitted (2 edits) (+1)

Absolute nail biter right there. I did not realize just how BIG the world was until I saw a I needed a second Gold Key and found another Silver Key I had no direct use for. The gameplay is rather nice, it's got a good hook. My main two pieces of feedback is 1) I think enemies should immediately loose their hitbox. I got cornered pretty badly in some spots. When dealing with a hoard of enemies, I had to despawn ones I defeated cause I couldn't fight ones behind them.

2) I think having some way to do a little dodge would round out the combat. I eventually did figure out I could turn-move-turn to avoid an hit, but maybe something like a timing based or cooldown based dodge could allow for mixing up the gameplay and adding interesting challenges while providing away to avoid incoming shots.

Oh, and maybe a moment to look at the front of naked enemies (assuming they have a front sprite).

But, I really like this one. I think this might be my favorite gameplay-wise and has solid potential in the future. I love the art and aesthetic. Overall, rather impressive project for a game jam. It's been cool seeing your ability an ambitious grow with each jam.

Oh, also, I thought the combination of old-school movement with point-to-shoot to be a really nice combination.

Developer

Nicely done and congratulations on your victory, I didn't think that bar could go that low! There's a bonus silver and bronze key available that don't go anywhere to make the game a little shorter. Enemy hitboxes are something I'll try to address even in the post-jam patch, I have a few bugs related to collision masks not working as intended because I rarely work with them. Intentional dodging is something I'd like to add, maybe even just a way to strafe left or right with the "q" and "e" keys. Enemies don't have a front sprite, but they will appear front facing in some events when I finally add those in. I'll probably add more animations at some point, so I may make a defeat animation where they turn around while losing clothing. This is a particularly ambitious project from me, a big dream game that I've been planning for many years, so my next Strawberry Jam game may be a bit humbler. With how uncertain web access to my games is getting, I'm thinking that it's time to start making the best games I can while I still have my health and a chance to share them with others. Thank you for playing!

Submitted(+2)

I could feel the ambition behind this project. I've always found your submissions capture me the longest every strawberry jam. So, I look forward to what you bring to it.

And, yeahhhhhhhhhhhhhhhhh...hhhhhh, I feel that one about "web access being uncertain". "An andful of Horny Games" committed so hard to the kink for the same reasons. I won't go out with a little whimper.

Submitted(+1)

I like the style a lot, not a lot of things to do in-game, but it's very dope eighter way.

Developer(+1)

I hoped to have more eventful things happening, but it took weeks just to make the models, textures, and core code. When I was starting I was optimistic enough to think that maybe I'll even have time to incorporate the fusion theme in some way by letting players build their own equipment, but I only had a chance to make a fairly basic game world.

HostSubmitted(+1)

how does this look so much like a 90s dungeon crawler where everything is models that look like they were carved out of clay.  fucking impeccable

AND procgen map???

Developer

Thank you! It took a lot of effort to get everything to look like the DOS-era games of my dreams. I've spent almost a whole week just on setting up and tweaking the 256-color shader and palette, I'm very glad it was worth it! I love random map generators, almost every Strawberry Jam submission I made had one in it. I just wish I had time to add a second variant for every placeable sector to make the maps even more varied.

Submitted(+1)

Impy, mad lad. This is one of my favorites, I love the aestethics of this tipes of dungeon crawlers.
And the little garden you have made, it's very good.
I would lovean "open world" with this, and even a procedurally generated variant.
As always is a pleasure to play your creations.

Developer(+1)

Thank you! I plan to expand the game over the next couple of years and add plenty of new areas to make it feel like a bigger and more open world. The game already makes use of procedural generation, I'll try to expand it further by adding more variants in the future.

Submitted(+1)

Strange...
Are you using wave funciton collapse?
Because I played multiple times and the map seemed  to hold the same landmarks.
Or you are altering the map in more subtle ways?

It it's meant to be complely procedural, it might have the seed set.

Developer(+1)

I use a random walk maze that sets the sectors at different grid coordinates and links them together. In future versions I want to add multiple possible variants to each sector. The sectors are hand-made, but are placed using procedural generation.

Submitted(+1)

Didn't expect to see an old-school, first person, pseudo-RPG in here! The aesthetic is superb, although the gameplay is a bit too simple. The keys are a bit of an annoyance, since it's hard to pin-point which key goes where (some of the colors are too similar to each other). Regardless, what a lovely little game. Would love to see this concept expanded into something bigger.

Developer(+1)

A lot of the more RPG-like elements are missing at the moment, I'm hoping to add them all in over the next couple of years. I'll try to do something to make the keys look a bit more distinct in the future.

Submitted(+1)

Really really gorgeous game, and simple to understand and play. It's cool you've added a preview image to show what the characters look like.

The controls are a tiny bit too sensitive to properly navigate in the area. Another thing I had is I got softlocked in one of the houses because the monsters inside would block my way, and one of the golden keys inside the house wouldn't unlock the next door, so I can't reach the end if there is any.

But still, good job! And hopefully we'll see fully fleshed out version in the future :)

Developer(+1)

Thank you! Defeated enemies vanish when you're far enough away, so stepping a bit away will clear a path if they overcrowd an area. Sorry, the keys look a bit similar, there's a bronze one and a golden one, so you needed the other. There's a boss enemy and a simple ending in the final area that requires two gold keys to access.

Submitted(+1)

Never played games like this before, but I can totally see the appeal! Really fun adventure game, controls took me a bit to figure out despite how simple it ends up being, maybe just a tiny tool tip would help newer players. Thanks for the new experience! It was a lot of fun

Developer

I'm glad it can appeal to someone who doesn't play dungeon crawlers, I would love to bring some new players to this genre! I'll try to add some sort of tutorial at some point in the future to help them get started.

(+1)

Love this retro style with a naughty twist this guy cant miss!

Developer(+1)

Thank you, I hope to have an even naughtier twist in the future, but I ran out of time on making some actual sex scenes.

Submitted(+2)

Yo a classic blobber dungeon crawler?? Super exciting seeing something like this in the jam. The aesthetic most reminded me of Might & Magic 4-5 (especially with the bright outdoor environments and that isometric-style minimap!), but honestly it feels like a love letter to the entire genre of real-time crawlers from the 90s DOS era. Enjoyed it enough to play it all the way through twice, excited for future updates!

Developer

I'm very happy to hear it praised like this, making this game a love letter to all of my favorite DOS dungeon crawlers was exactly my goal! I even went as far as styling various visual elements to reference games from that era.

Submitted(+1)

Fun game it reminds me more of legends of grimrock 2 (which i haven't actually played but have seen many lets plays of) than of wizardry but it was fun and the strategies i knew from that game worked here effectively. Nice character arts and the nude sprites were fun to look at after defeating the enemies and i appreciate they don't run away too quickly to appreciate the art (although you do have to basically run away from enemies after fighting so that they stop blocking your paths though). 

Developer(+1)

I'm glad you liked it! I already have plans to make the running naked enemies vanish faster without making them move too quick, I'll probably remove them as soon as the player turns around. I expect a lot of Grimrock comparisons, but the game is actually inspired by the sorts of games that inspired Grimrock itself.