Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

MinDelve - PizzaDoggy Jam 4 VersionView game page

Submitted by derivative_content, DawnCAC — 1 day, 3 hours before the deadline
Add to collection

Play game

MinDelve - PizzaDoggy Jam 4 Version's itch.io page

Results

CriteriaRankScore*Raw Score
Audio Design#482.3892.389
Ultimate Impression (this decides the winners)#502.1672.167
Visual Design#552.3892.389
Humor#561.5001.500

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

This was interesting to play. I share the same qualms about this as many of the other comments, so I won’t repeat what you already know. I can definitely see the vision for this game, it just needs some polishing and work with world mechanics:

  • From the session I have played, there seems to be no way to combat the sanity draining. Because of this, I had to manage where I needed to go to get the most treasures. Unfortunately this takes away from typical dungeon-crawling aspects (where one would typically try to clear as much of the level as possible before progressing) a game like this would have. In my opinion, not being able to grab all the treasure and escape is a bit strange, although that might just be me.

  • Adding more responsiveness to the world will help it feel more interactive and alive. So far there isn’t any sound effects besides footsteps and enemy sound. having a sound effect for when an enemy gets hit; when you mine crystals; when you open chests can help communicate to the player that they are actually doing something to the world – and sound effects are only one of the many ways to achieve that.

Overall, this game has a fairly solid foundation for something cool, it just needs polishing and improving some aspects such as how the player interacts with the world and the overarching objective.

Developer (1 edit) (+1)

Thank you for your feedback on our game. 

We have the sound effects that you mentioned ready. Unfortunately, we had several builds of the game that were too big to play in the browser. For the Jam, maintaining a Web deployment was one of our primary goals. As a result, the SFX beyond what was included was intentionally left out to help compensate for our inefficient file handling in other areas.

As for the sanity drain, you are correct. The safe room at the start of each level heals all of your sanity and health damage but otherwise, we have not implemented sanity healing. That mechanic is due for a complete overhaul, starting as soon as the Jam voting closes.

Your feedback on the looting aspect will definitely be taken into account. The intent was that it would be impossible to loot the entirety of level and, with the relatively cheap cost of death, you would need to find the looting points and choose what was worth your limited time.

In future builds of the game, the end screen is intended to be replaced by a town/transit hub, allowing you to buy/sell with the loot you brought back.

Submitted

Some animations were too much, moving the camera this abruptly was quite jarring. One exception to this was crouching, which felt refreshing compared to just lowering the camera. Other than that, pretty nice! I loved the cute little dragon quest-like enemy.   

Developer

We understand that the animations were too much, we used available 3rd person animations and are working to reduce the intensity in future builds. 

Thank you for playing and providing your feedback.

Submitted

I could not read most of the text the game started with, was trying to make the game fullscreen.

The mechanical feedback of hitting is practically non-existent, and got a bit of motion sickness.

But interesting dungeon crawling experience!

Developer

Thank you for the feedback. We already have a fix ready for scaling the UI properly but are not making changes to the game until the Jam rating is over.

The monster does get knocked backwards when you hit it. There isn't currently any other plan for hit feedback.

The version of the game currently posted is using a 3rd person model with matching animations and the camera placed as the character's eyes. The revised controller has the camera following the animation, but with intentionally reduced movement.

Submitted

This is an interesting game. I can't say I've ever used a character controller that worked like yours; the camera felt like I was playing VR without playing VR, yet it wasn't too nauseating. There isn't much to do in terms of content, so I simply didn't get engaged for longer than 10-15 minutes. That isn't to say this is a bad game! I think there are some interesting concepts that can be expanded. This also seems like it would have been difficult to make in only 2 weeks, so well done. As someone else mentioned, it is easy to get lost, though I think a minimap would be too extreme, so one option off the top of my head could be to have a small shimmering sound get louder as you get closer to the floor exit?
A last tiny nitpick is that the green overlay for sanity is somewhat annoying. It succeeded in making me understand that sanity was decreasing, but after that, it was redundant.
Well done for what you have so far, and I hope my criticisms have been helpful!

Developer

Thank you for your comments, I am glad the experience was novel.

We are collecting all the feedback we receive and making plans to improve the game once the jam review period is over.

The green overlay was the least annoying solution we came up with to make sanity more than just a countdown timer.

The gold and crystal resources were intended to be expendable resources, making it easier to survive through to the exit, though that did not get implemented. 

I am curious whether you reached the exit portal in the level 4 safe room.

Submitted

Pretty Good Concept so far, could tone down the camera angle when swinging alittle, it seems alittle much for me. and mining the Crystals was agonizing trying to hit it just right and not knowing where I should point or be to do it, just spam til something works. other then I can see it being a full game after some ironing out

Developer(+1)

Thank you, one of our friends that play tested for us suggested (too late for the jam) adding a cross-hair. Additionally, I am looking at swapping out the targeting raycast with a shapecast to make it harder to miss.

As far as the movement when swinging, what you experienced is toned down. Originally, you lost sight of the enemy at the end of the sword swing. This is entirely because I used a full character body with animations made for a 3rd person controller and attached the camera where the eyes would be. Most of the feedback has requested making the camera more stable.

Submitted

Love anything even remotely Kingsfield adjacent. Really enjoyed this one.
Followed for whatever else you might make!

Make the materials unique to prevent editing the raw material; that's why all the slimes stayed flickering! :D

Developer(+1)

Thank you for the tip on the textures. It worked well enough I was unwilling to risk breaking it right before the jam ended. 

Also, I have now looked up Kings Field and certainly see the similarities. DawnCAC and I are aiming to take this game further before we start anything else.

Submitted(+1)

Oh I should also of mentioned I played it on stream. Timestamp is 1:07:00 approximately.

I gave a bunch more feedback on video.

https://www.twitch.tv/videos/2719230290

Submitted

I liked the combat/mining combination, I couldn't interact by pressing E on the chests (maybe on my end), maybe having a single tool for mining and the combat would have been better since you attack and mine with diferent buttons, you don't really need to scroll between tools.  Good job guys!

Developer(+1)

Thank you very much.  I am sorry the chest interactions were not working.  We will have to look into that.  We did look at doing just the pickaxe for mining and attacking, we are looking into several changes when we look to redo/expand the game.  I am really glad you enjoyed it.

Submitted

Good vibes, got a bit lost in the levels though, think a mini map would be a great addition. 

Developer (1 edit)

Thank you very much.  We have taken note of the mini map idea.  Did the getting lost not add enough to the horror element?  Was it just more frustrating?

Submitted

The game was laggy and suffered from performance issues, though that could be on my end. 

The controls were much too sensitive and there was no way to change that. Mining and fighting were both unclear as there was no indication of the progress as far as enemy health or resource health. 

The ambient music fits well and I do like the lower-poly 3d environment. Good start for a 3d dungeon crawler.

Developer(+1)

Thank you very much for the feed back.  When we go to continue this games creation we have ideas to help with the lag issues.  

We will have to figure out a way to implement control adjustments, we had turned down sensitivity but looks like it will need more adjustment.  Thank you for the feedback on enemy and resource health.  We will have to look into this and find the best way to implement something and keep the horror vibe we were going for.

Thank you very much.  We are really excited about our 1st 3D game.