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A jam submission

Delvers FollyView game page

Delve into the manticore's dungeon and lift its curse
Submitted by Joozey, UnsytedVoices, Will, foamswords, Jennissary2 — 6 hours, 17 minutes before the deadline
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Delvers Folly's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#33.9523.952
Game for Blind Gamers Judge Ranking#3n/an/a
Creativity#54.2384.238
Overall#54.0794.079
Polish#64.0484.048

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Jam HostSubmitted (2 edits) (+2)

Great submission!

As a disclaimer, I’ve yet to play Blue Prince, so I don’t know where the inspiration ends and the riffing begins. That said, the overall concept and mechanics had me hooked. The variety of rooms and how they’re placed lead to nearly endless replayability. They’re filled with sonic details like footsteps and environmental sounds that made me feel as if I was there. And they have intertwining systems and unique interactions that give the experience much more depth!

There are many great comments here that allude to additional polish to consider. My biggest blocker already mentioned was how my Xbox controller would navigate the menu and read speech unexpectedly—it forced me to switch to the keyboard to play. Were it fully functioning, I’d love for it to vibrate to emphasize certain actions and events too. And there are many opportunities to streamline how items can be used to interact with rooms.

Additionally, I was unable to get the built-in text-to-speech (TTS) to work for me, but the game worked flawlessly with NVDA on Windows 10. Once in-game, I noticed quite the missed opportunity to print the room descriptions onto the screen, so their vivid descriptions and backstory can also be enjoyed without TTS.

Unfortunately, I was never able to reach the end. I awakened the manticore in my third run, but ran out of steps and died by its hand. A few runs later, I’m both addicted and frustrated by the random number generator and how it’s kept me from reaching it again. This certainly has me hooked and wanting to keep trying, so I’ll try to update you if I have time to revisit this later.

Please keep iterating on this prototype and let us know when you make progress. There is so much potential here!

Developer(+1)

Thanks so much for your detailed feedback!

Happy to hear that the game is fun and drew you in and kept you playing too. Obviously Blue prince uses a great gameplay mechanism here that we have re-used. The exercise for me personally was not to make an addictive game but rather: can I make this fun mechanic accessible for blind players. I think that worked out :). 

My second objective was to make this an experience where you can just lie on the couch with controller in hand and play the game. I agree this still needs work. There is a dozen ways I can hook the controls up, it's tricky to find one that works for most people. And vibration would be really fun, I've never attempted that.

Strange how the TTS did not work for you. I think you have been the only one to report this. I'm not sure why but I'm glad that NVDA did work. This was my third objective, make it both TTS and screen reader compatible. Thanks for letting me know that NVDA windows 10 for you worked. I do get mixed reports on that.

Thanks for playing, and stay tuned for more polish and updates :).

HostSubmitted(+2)

Amazing game! I am so happy we are getting creative games made with such heart like this.
I haven't gotten back to it yet so maybe I was missing a key item or something, but on the first day of the actual game (not tutorial, Sitrine was yelling at me) I made it to the final room and nothing happened. Not sure if I was meant to make it or not before finding the gold shrine, but thought I'd mention it in case a bug. But fun either way!

Developer(+1)

You do need some sort of key for the eastern wall 😉. The Manticore can be released and beaten. Glad you like the game! 

Submitted(+2)

Great job on this awesome submission!

I really enjoyed the gameplay here, and I thought the drafting rooms was really awesome. I also really enjoyed the different characters and voice actors for this. I always put plot and story last in my games, but you really did a great job here building an atmosphere, and it really pays off! Kudos to all the voice actors that really breathed life into here.

Like others, I think there's probably a little bit of polish to add with the focus and navigating menus. When using a controller I often ended up moving around the menu when also selecting the next room (this didn't interrupt the action, but caused extra readout that I imagine would be very confusing for a blind player). When opening the map it starts at the top left, and really should start on your current square. I also found that the map would sometimes not reset even when I had started a new game (it looks like it only resets when you draft your first room).

Separately, I wonder how much you might get away with reducing some of the menus / controls. I think while being able to look at your inventory is useful, I wonder if you could get rid of that entirely (and have items auto-apply when you interact with the room). It might also be worthwhile to just get rid of backtrace, just to remove the cognitive load of another item / control. There's probably a little bit of tuning when it comes to the actual difficulty too - I'd increase the steps you give to folks by 5 or something, so that getting to the end doesn't feel quite as tight.

Overall, I really enjoyed this game - I think the gameplay was super intuitive and was a fun challenge to play. Congrats to the whole team on the submission!

Developer(+1)

Thank you so much! I agree the voice actors did a phenomenal job :). So glad to hear you enjoyed it.

I am curious what other control mappings would work well or better than the current one, probably will experiment with that later. You are correct about the map, it should show your current square with the blue arrow, and the focus should start there, but there is a bug when the dungeon resets, the map isn't properly resetting.

Reducing controls is a good question that I've been thinking about throughout the day. I do agree that simpler is better. The backtracking was a much requested feature in the playtesting, and getting rid of the inventory will be rather hard because various interactions depend on you actively using the right item at the right side. But there might be a better way to reorganize the buttons and remove them without removing the actual action.

Thanks for taking the time testing our game and giving your feedback!

(+2)

This is a great concept, and I definitely had fun playing it! Good ol’ dungeon crawling, hell yeah!

The navigation mechanic is an interesting one, and I enjoyed the challenge of having to manage my steps. Unless I’m missing something obvious though, I believe the map would’ve benefited from a marker showing where you currently were, as it didn’t seem to start me off at my current location, but rather in a corner.

SAPI speech may need a bit of adjustment, as currently moving to another menu item doesn’t interrupt the first one. Of course, when using NVDA, that is not an issue.

Developer

Thanks Mayana, glad you had fun playing!

There is a blue arrow in the map that is supposed to show where you are. There is a bug I haven't gotten around to fix yet that misaligns the arrow. This may be what you saw.

(1 edit)

I see. Does this arrow have a sound alternative? I cannot see it for obvious reasons.

Also, is the map supposed to be impossible to open while drafting a new room? Because that is exactly when I would most need it, to see if I have a water connection that would make placing a lava river viable — I have definitely forgot that before, because I have a hard time keeping the whole map in my head.

I have also been having some problems with the game straight up freezing and needing to be closed — usually exactly when I’ve got a particularly good run going, the bastard. But I’m not quite sure what causes it or how to reproduce it. Might be some quirk with trying to reach a room from a different direction than expected, or buggy dead ends (sometimes they show up as having no exi exits at all), but given that there is no pattern on the exact action that triggers the crash, I’m not so sure.

As it is, as enjoyable as it is to play, this may be difficult to actually complete. But I’d definitely love to try out the updates, if you plan to continue working on it!

Developer(+1)

I dont know how I missed that but the arrow has no sound 😅. When you tab into the map your cursor (should) start where your player is, so that's one way to find out. But it absolutely needs a sound!!

When drafting, he map and inventory both should be accessible by the buttons that come after the three rooms. You should be able to reach those by tabbing.

The map is wxactly for that purpose, so you dont have to memorize. I did not want a good memory to be a skill you need in this game.


The freezes happen when you open a door most of the time I wager? I've been unable to fix this bug, it's haunting me, and yes it really sucks if it ends a good run. One thing that can cause issues is the backtrack option, so might want to not use that too often for the time being.

I do plan to keep working on it. I see a lot of people enjoy the game, that's a really good motivator to keep going 😊!

(4 edits)

Oh. It seems there’s quite a few things I missed because I merely arrowed around the menus and used hotkeys, rather than tab. So:

  1. The map can indeed be opened by tabbing to it! M doesn’t seem to work, but tab does!
  2. Unlike with the arrow keys, tab indeed moves me to exactly where my character is; awesome! Edit: Or not? I just tried it again, and I again consistantly end up in the top left corner. I’m not sure what I’m doing different, if anything at all. :(
  3. And I’ve finally found out how to pay gold to get new drafting cards!

I should probably stop ignoring the tab key in general really. Would give my poor arrow keys a break.

The crash indeed mostly seems to happen when entering new rooms, but it’s not 100 % consistant; I believe I’ve also gotten it while surveying. The last crash was indeed from a door though; in fact just the second door I’d opened that run, though admittedly it was in Sandbox mode (I got curious!).

I suppose I can limit my backtracking for now, though it is very sad news indeed. I’ve gotten lucky on a few runs and been able to get the Luscious Shrine placed close to the entrance, and how could I resist using that to get everything there is from the Bone Pit while not running out of steps? And on less lucky runs, without backtracking there simply aren’t enough steps.

If the feature isn’t quite working right though, perhaps you could release a quick fix where you give more steps to start with?

Edit: OK, backtracking definitely can do something — though it doesn’t seem to be crashing, necessarily. It makes the game a little confused about directions. If I backtrack to the dungeon entrance and then try to draft a new room, I will sometimes get a room that will not have a door leading back to the dungeon entrance; for example, I just placed a step-restoring shrine to the east of the dungeon entrance, but the only exits shown are north and south. The other rooms I could draft would normally have been dead ends, but were listed with no exits at all, which would’ve forced me to back track as I simply could not leave.

This sort of confusion also means I can override old rooms. For example, if north of that shrine were a Bunk Beds room that is normally a dead end, with the exit placed in a different direction, because the game claims I still have the north exit open, I could still draft a room to the north. That room would then replace the Bunk Beds room.

I hope this helps isolate the issue somewhat.

If it does, perhaps you could give me a small hint to the Howling depths room, as “payment”? Having a character that possesses the rope but is stubbornly refusing to use it is deeply annoying. Reason, what reason? Same reason you came to the bloody dungeon itself my friend; you have no self-preservation! So get down there already!

Edit2: another smaller bug I forgot to mention earlier: when navigating to the Lushious shrine, your steps should reset to 10. In actuality, they reset to 9, alikely because the 1 movement step is removed after, rather than before the reset. That should be pretty easy to fix by setting the steps given to 21 … uh I mean 11, of course.

Developer (1 edit)

Thank you so much for this detailed report! I'll see when I can do an update but I will increase the steps when I do.


Haha I can see why the howling depths gives you frustration. I never realized players may want to go down there to explore! There isn't anything down there, but you can use this dead end to... give somehing else a "dead end".

“I never realized players may want to go down there to explore!”

How? I mean, you even gave us the option to use a rope! And the room got unlocked after completing the second shrine’s puzzle, so of course the solution for the third one has to be somewhere down there.

“you can use this dead end to… give somehing else a “dead end”.”

That, meanwhile, would never have occured to me. Perhaps it might be worth giving everyone that hint?

Developer

I know, it's so obvious but I overlooked it because the room had a different function in my mind. I scripted this all in in a day, I make mistakes. Don't forget we were on a timecrunch and tried our best to finish before the deadline :) .

Appologies. I think I might’ve come off as harsher than I meant to be. The above was meant as just painful complaining, but I wrote it in the evening and with a headache and … well.

Thank you for managing to create so much within a day! That is deeply impressive, and some mistakes are of course understandable.

(+2)

So i have to say, my opinion on this game has changed a lot. I gave the game a second try after the developers added a tutorial and i played the tutorial. After playing the tutorial i can say that i understand what i am supposed to do in the game much better. I can understand how the drafting mechanic works and how to do servey, open inventory and the map. So now that i better understand the game, i really think this is a really fun game. The voices are very good and i like the sound effects for the doors and how you can tell where different things are. I also relaly like the ambience sounds, they relaly add to the atmosphere of the game. The drafting rooms is a realy cool mechanic and interesting way to solve puzzles. So it was really worth it to give the game a second try.

Submitted(+1)

The game for me is a little confusing, but I’ll retry in a couple of days. About all that I played and the other comments, your game is awesome. The audio part is very smooth, the sfx and ambience are well balanced. The mechanics for me are a bit confusing, but it´s because of my hability as gamer and that English is not my mother language hehe.

Developer (1 edit) (+1)

Hi Korgen thanks for trying our game! Have you run the tutorial? If there is anything specifically confusing I'd love to hear and happy to explain.

Submitted(+2)

Really good game. Haven't finished it yet but I take that as a good thing. 

Very minor suggestions to reduce friction. Let me switch to map from inventory and viceversa instead of Escaping my way out before choosing the other one. If using the shovel (for example) is the only interaction available in a room, let the interaction key do that instead of having to go to inventory to press the shovel.

The music for the red rooms in way louder than the others. I can easily adjust the volume levels to make it all right but I shouldn't have to.

There's a point in the moon pool and another room where the voice of the creature and the narrator overlap.

I'd love the option to have all the voiced text on screen to read.

But this is all minor stuff and nice to have things rather than must haves. You have a really good thing going here.

Developer(+1)

Thanks so much! Nice suggestions to switch to inventory and map, noted! 

And yeah having the voiced text on screen is something I do still want to add. Plus a text history so you can read back what was said.

Submitted(+2)

Oh my god this game is so fun. I love the puzzle-y nature that comes from figuring out how to best set the rooms. I've literally been playing this for an hour but have to stop because I do want to check out other games. I did finally get to the manticore but wasn't able to to run away successfully. I'm guessing I'll need all of the spirits for that. I don't have any feedback in terms of accessibility because I didn't play not looking at the game, but in terms of non-accessibility I don't really have much feedback besides that the voices should be a LOT louder by default. Oh also if there was a key you could press so that you snap to the next room that'd be cool to speed things up.

The music was just sooooo beautiful. I can't understate how much of a joy it was to travel across the rooms just to hear the different patches of music. It made exploring feel... Quite honestly worth it. I want to eat the music.

What qualifies as a room that requires a key and a room that doesn't? Is it just anything in the right half of the map?

Developer(+1)

Thank you! Happy to hear you enjoyed it so much!
You will need a way to defeat the manticore, there is more than one ;).

Not sure why the voices are soft for you. I guess you mean the voice acting voices. They are quite balanced for me. But you can change the volume for it in settings.

Submitted

If there is one thing I've learned, it's that volume is weirrrdddd.

Developer(+1)

Yeah for sure, balancing audio so that everyone is happy is very hard for some reason.

Submitted(+2)

This was really fun. I had to force myself to stop so I'd have time to check out some of the other games. I really enjoyed the way you had to arrange the rooms and enjoyed how it felt to play this on the controller.

Really awesome touch with the voice acting as well. The dynamic music was a nice touch and he gold shrine put a smile on my face. Good work!

Developer(+1)

So glad you enjoyed it!

(1 edit) (+2)

The soundtrack, sound design and voice acting are awesome! I was writing some observations but all these features were actually in the game already. In my first play the tutorial and sound glossary weren't shown, the room selection just said "Grouping" instead of name and descriptions and the picked up items weren't announced. At a second play the screen reader didn't speak at all, but everything worked fine when I launched the game for a third time.

I'm looking forward for future updates, I don't remember playing something like this before and it seems really fun.

Developer(+1)

Im not sure what caused the screen reader not to pick up on the text for two times. But im glad you got it working eventually!

(+1)

This game sure was a interesting experience for me. To start off i did like the music and voice acting in the game, it relaly made the game a lot more richer. Unfortunately i fealt very confused playing, i just got thrust into the game without any explanation of the controls or wha tthe controls even did, or any tutorial to explain what i was supposed to do. I was just pressing keys at random hoping something would happen. I had no idea what the overall objective was and i think the game could need some form of interactive tutorial to better explain what you are supposed to do, or have some way to learn the controls before you just get thrust into the game.

Developer(+1)

Appreciate your feedback! The interactive tutorial is the first next thing we will add. It is very clear now we need to explain a lot more!

Developer(+1)

Just letting you know that we have now added a tutorial level to learn about all the mechanics. I hope this helps a bit if you choose to give it another try!

(2 edits) (+2)

I loooove this!! It's like Blue Prince but accessible. It has some bugs, so I hope the dev will polish it, but I highly highly recommend it. Hope it will grow in a bigger project

I personally didn't have much problems figuring out how to play, maybe the only thing I would suggest is to use more diverse sounds for locked doors and normal doors. I find the map very cool too, and I appreciate the simplicity of controlls.

I'm blind since birth

Developer(+1)

Thank you for your enthousiastic feedback! Im glad you enjoyed it. Blue Prince was indeed my starting point. I wanted to see if I could take that mechanism and make it audio only. It was an experiment for sure!

 We will be doing more updates to hopefully bring a playable experience for everyone. A better tutorial is definitely high on the list. But we are really proud and happy to have a game that can be finished once you get comfortable with the controls (and accept the random game freezes, ouch).

(+1)

Fun fact: I used to play Blue Prince with some sighted friends when it came out. To make the experience accessible for me, I told them to always vocalize room exits with cardinal points so I could form a grid in my mind. It was stunning seying that you have created your game using almost the same ideas

Developer (1 edit) (+1)

Ohhhh that is really fun to hear! This is the reason I didn't went for a first-person perspective. In my mind that would make it much harder to map the dungeon mentally. People who never played the game though definitely need to hear that this is how they should imagine the game. So glad to hear your friends got you to play the game that way.

Jam HostSubmitted (1 edit)

I unfortunately must say that (possibly, probably due to skill issues), I had a lot of trouble figuring out how the game worked, when I was playing with eyes closed and with my screen reader. I am hoping I may come back to it and start understanding it better at a second try, by the first one was quite overwhelming and I had to quit. I’m sighted, so there’s that; I’m not a pro ‘blind games gamer’ - I’m not even a pro ‘gamer’ but I guess I typically understand the controls and what’s happening, if I don’t skill to make things work perfectly.

I might be wrong, but I would try to make a more calm and slow tutorial to understand the controls and what they do. The way I was visualizing the game was not fitting what was really happening, there was a big mismatch that kept making me confused and unsure about how to navigate.

Then there are the little bugs - the narrator starting to speak once we open the game, unexpectedly; one time my screen reader was not reading the buttons, for some reason, but it worked when I restarted NVDA, so I think that one was a bug on my end; and the SAPI and Screen reader playing at the same time (which I was also taught that I could deactivate, so yeah). And these may also have hindered a bit my experience, and contributed to the overwhelm. But I think even with them fixed, I would suggest to look at the game tutorial and also trying to test the game with non-savvy gamers who are blind, because I’m curious to know if I’m the only demographic that’s having trouble with learning how to play.

This sucks! But I will try again, and I hope it’s going to be less difficult. But I’m not. I am so excited to play this game, and I hope this could eventually be brought to my low savviness so I can play with eyes closed and imagine rich environments and things, the way I have done with some other (perhaps simpler) audiogames in the past.

Edit: VOD here for a few days: https://www.twitch.tv/videos/2712855875

Developer (1 edit)

Sorry to hea this! What in the tutorial is overstimulating for you? Is it the sounds, too much text or information? Or the character speaking?

I dont know what SAPI is. There is an option to switch between TTS and Screenreader. If screenreader causes multiple systems for you to talk, try switch to TTS setting. Maybe its a bug where initially both go on

Jam HostSubmitted(+1)

I just said SAPI as I was copying what someone else said somewhere else but yeah, that’s the TTS. What’s interesting is the TTS doesn’t start at the start, only a bit into it, not sure what triggers it. I’d have to try some QA testing to exactly find out how to trigger it.

In the gameplay and tutorial what’s overstimulating is what is happening doesn’t match what I’m imagining. What I understood (wrongly I guess) is that the joystick would point me to a cardinal point. So I would be standing in a single spot, and if I “look right” with the joystick I hear what’s to my east/right. Then I would Interact with the left button (X) or confirm the interaction with bottom (A). Instead, what happened is I could keep using the joystick down and down and down and new things keep showing up. If I press down once it reads me something and tells me to continue pressing down, before I chose to “interact” with it. This was quite confusing and also makes me confused. What happens if I press down then? Am I walking? When am I walking, when am I not? If I press down right then and then move the joystick to the right, what is going to happen? Am I looking at the cardinal point again as if I were in the first spot, or is this in the “submenu” I just opened because I pressed down twice?

This may give you a gist about how confused I felt, but there’s a lot you can see about my experience in a VOD: Edit: VOD here for a few days: https://www.twitch.tv/videos/2712855875

Trigger warning: I get a little bit defensive when people mention some problems might be with my screen reader (because I reset it). This was a bug that was reading “dot dot”, I’d look into that as well because I had NVDA set to “some” punctuation, not “most” or “all”. I had to set it to “no punctuation/off” to not hear the dot dot but I don’t think that’s right. When I do daily stuff with “some” punctuation, it doesn’t typically announce punctuation, so I don’t know why it did here, and why two dots. I wonder if you meant to add an ellipsis somewhere and instead of doing “…” did “..”.

You can check my VOD, I rambled a big lot about it, and continue to do it even after “playing”, almost up until I start the next game. VOD here for a few days: https://www.twitch.tv/videos/2712855875

I hope this helps, because I’m very curious and eager to play this game.

Developer(+1)

Thanks for the detailed feedback! It definitely helps, and there are some bugs that I did not encounter in all the testing! I'll be fixing those where I can.

Developer(+1)

Just letting you know that we have now added a tutorial level to learn about all the mechanics. I hope this helps a bit if you choose to give it another try!

(1 edit) (+1)

I've found a major bug. Even though I am in screen reader mode, it's talking using both NVDA and sapi. This is on windows 11. Fixed by making sure that the first option you select is start game. I can't seem to get the read notes button to work, and the h key is for main menu but is also meant for backtracking, seemingly. I think something needs correcting there. Apart from that, I'm enjoying it so far.

Developer(+1)

Thank you for playing! I totally forgot about the read notes button it indeed does nothing and I will remove it.

The backtrack hotkey B is broken as well, and should not be hotkey h.

Im not sure what went wrong with both screenreader and TTS reading out to you, I'll have to investigate that.

Can you please give me some hints on how to progress? The first spirit talks about gold, but I don't really know what to do. I've got: a shovel, a pick, I keep getting keys, but I don't really knowthe first real objective.

Developer (1 edit) (+1)

Yeah! Some rooms allow you to dig the floor with the shovel, or mine the walls with the pick. It will say this in the descriptions when you choose the room or focus on the map. In the room, go to your inventory and browse the tools. You will hear a chime when you can use the tool. That's how you get most of the gold. Bring it to Citrine and permanently unlock the next category of rooms :).

Where is Sitrine, is she always at the entrance?

Developer(+1)

You can find her in the Golden Shrine, where she awaits your donation.