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A jam submission

Goatstock - Cultist GatheringView game page

FIrst Person Dungeon Crawler for the Dungen Crawler Jam 2026
Submitted by DamienDe — 13 hours, 44 minutes before the deadline
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Goatstock - Cultist Gathering's itch.io page

Results

CriteriaRankScore*Raw Score
Overall (Fun and Playability)#93.9433.943
Audio#103.6863.686
Creativity / Innovation#103.8003.800
Visuals#173.8573.857

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
I choose the theme: "Cleaning up the hero's mess" and implemented it in the story of the game and the character system, as the player character has to collect all the littered items of the hero, to gain new skills and perks.

Where did the assets come from?

Homemade graphics

Most Graphics were created by the team during the jam

External graphics

Some graphics assets were downloaded or made prior to the jam

External audio

Some audio assets were downloaded or made prior to the jam

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Comments

Viewing comments 31 to 21 of 31 · Next page · Last page
Jam HostSubmitted

Really good entry. Lots of interesting mechanics and good puzzles with no waste. I felt smart when I put the crate on the pressure plate. I really like how the level design makes the front door a "right there" map shortcut when I first open it. Each area I spent a lot of time in because that's what it took to complete it. It reminds me of the old really good Quake maps where you see an area but you don't know how you're going to get to all the cool spots and then the game pays it off letting you solve puzzles to get there. Really a good entry!

Developer(+1)

Oh, thank you for your kind words. I wish I had done more of those puzzles. Maybe next year ;) I loved your game, those graphics are amazing and such an interesting story!

HostSubmitted

The intro was wonderful, and the closing as well!  Very nice look down telegraphing before actually jumping down, made it easy to see when I was leaping down into danger.  The Flyer I found early seemed overpowered compared to most weapons I found later, although with the randomness in damage it was a little hard to tell.  Combat was a little uninteresting (except when they had ranged attacks I could dodge), but felt solid enough.  Gaining max HP from collecting new items is a really nice mechanic, rewards me for exploring everything even if the items are useless =).    More items = more fun!  Very nice visuals and atmosphere, it was fun to explore.

Developer

Hi there, thanks for the very nice comment. Yeah, the battles are always an afterthought for me, which is a big mistake. Maybe next year, I can do something interesting with the enemy behaviour etc. Thanks for playing :)

Submitted

Oh really nice work! The movement system was really well done. Someone else said the vertically doesn't add much but I thought it was a really good addition, made the exploring more fun! 

I noticed you were trying to give it a little bit of edge or crass to it like I did with my own project but I felt yours was too little (While most think mine was too whole hog). 

I think I shared some of the same complaints as other people though;

  • Too many items (It's not cleaning up a mess if I am required to drop items when I run out of inventory space and create more mess xD ) 
  • Ghost girl "Dirt" hint is not really a good hint at all 
  • When going down the well it places you at the rooms other entry not the ladder

Anyway really good game, good work :) 

Developer

Haha, no I did not want to be edgy or crass…just a bit stupid. Like bady late 90ties comedy stupid :) And yeah, you are right about the item space. I just was to afraid to add more inventory slots, as I worked on that really late. Thanks, for commenting :)

Submitted

One of the only games I actually managed to finish :) It was quite intuitive even though there were a loooot of items and it ended up being the flyer that was the most op weapon (for some reason). Some nice little story, I didn't understand the use of wipping blood until I actually needed healing and saw you can heal by... drinking blood?

Anyways, nice little game, a bit frustrating on the movements but still correct :)

Developer(+1)

Oh, that is so cool, that you stuck with the game until the end. The flyer was just a joke, you know…paper cuts hurt like a b*tch. Thank for the nice comment :)

Submitted (4 edits)

The intro cutscene of the game is pretty cool.  Graphics look great especially considering all of that was done by only one person.  Love the dithering effect. The full moon night and all that athosphere feels great complimented with the nice ambience sound. The graphics of the game reminded me of Ultima: Underworld a lot, especially item images. The parkouring is quite innovative for a crawler game, i haven't seen it implemented on another crawler before. Although as far as i've seen it doesn't affect the gameplay too much in the current stage of the game. You can find some common items and you use to get to the cultists base at the other side of the river. 

I find the inventory system confusing and not very intuitive. There are no consumable items. For example you need to equip healing potion when you want to heal yourself. In the inventory it shows we have 5 potions but after i use one, it always go back to 5. I don't understand this. Also there are too many items for a jam game. I found too many weapons with same stats. Most of the items we find aren't that useful but i appreciate the variety of items you added to the game.

The combat is not very engaging and mostly easy but doesn't feel bad either. We can spam arrows on enemies from a very far distance and  this doesn't aggro them. So shooting arrows feels kinda cheesing the game. There is a bug which when you stand on the same tile with the enemy, you can't hit them. You're not supposed to be on the  same tile with them but sometimes when you get down from a higher ground or something it can happen.

Some things in the game felt crpytic to me, dind't understand what to do and i got stuck in the game, finding myself running in circles at some point. For example what's the deal with the Ghost Girl? I trapped her soul into the soul gem but then what? What am i supposed to do with it? I got stuck in the cultist base. I entered the big building then hit a dead end. There is another bug on the roof of that big building. If you try to walk down the ledge behind the roof, you don't fall down but start walking in the air.


I think overall it's  a very impressive game which was made in 9 days, art, coding, level design etc. all done by a single person. Climbing/ parkouring mechanics and the gorgeous visuals really make it stand out among the other great games in the jam.

Developer(+1)

Hi, thanks for the long comment and the nice words. Yeah I went bit overboard with the items, but thats what the theme was about. These items are the mess, the hero left behind. And the important part of the items are the passive effects, so you can customize the character as you like. I want more poison damage, so put more items with passive poison effects into the arsenal etc. The ghost girl tells you in her dialog, what to do. But yeah, some kind of quest log would be nice I suppose ;)

Submitted

Really nice! I got stuck but was enjoying the parts I played.

Atomosphere worked well.

Sometimes it seemed like combat wasn't working as I expected (although overall seemed to work very well) so I think I wasn't understanding something there.

Developer(+1)

Thank you very much for trying out my little game. The combat is very simplistic. But you can mix and match the passive attributes in the arsenal slots. For example use a normal sword, but add some items with passive fire damage, which then gets added to the sword damage. I wanted to do much much more, but oh well, so little time ;)

Jam HostSubmitted

I like how many verbs you have in the game and how you work with elevation in the maps. It does make them come to life quite a bit.

There are a host of things to pick up too, but there, I think starts my problems. I didn’t quite understand the split in the inventory, why some slots had numbers and others don’t. I got the feeling that a big part was just picking up stuff which meant no real reason to keep reading their info. Also especially since the system confused me and there seemed to only be two slots that did things to my available actions. That meant quest items maybe got stuck there and in that big heap there really wasn’t a way to try which interacts with what. And since people would go through their standard loop if you interacted with the wrong thing, it taught me not to do that.

The movement felt a bit sluggish at times and so did the fights, due to excessive queuing up and not clearing queues when bumping into things or fights ended. But the jumping and scaling and peaking over ledges was really neat.

I was also a bit fumbling grasping the world. Why did we end up at a smuggler’s den after being shipwrecked? Why was there a village just outside and everyone was fine with it? I’m not saying the questions need be answered questions, but it might have been part in becoming lost and not knowing where to continue.

Play-through (but I accidentally had chromium muted so I got no game sounds):

Developer

Hi there, thanks for the comment and constructive criticism. The gist of the problmes is just a lack of time in such a jam. Yes the two slots on the left give you actions, the other slots of the arsenal give you their passive effects. So you could for example load up with items, which give you poison damage and poison duration. The system I envisioned was a bit grander with more moves, area effects etc., but well…time issues ;)

But you just had to explore the town a bit more, there is an exit to the cultist castle. Maybe the game is jsut a bit too dark. Anyway, thanks again, especially for even making a video about it.

Jam HostSubmitted

Oh I never noticed that exit. Yeah, the darkness might be from my monitor, but also felt like there were invisible walls in some places around the village edge, which probably meant I needed clear ways to walk to trust them.

I think what threw me off with the inventory a bit was that the compass ability was gained when just being in the inventory.

Submitted

Nice game!

I made it.  I think the removal of blood on the walls were purely optional thing, but not sure.

There is a lot of items in the game, but they do little to the gameplay I think. Maybe a bit to many for a short jam game as this. Also having quests might be a bit of a stretch unless they are very streamlined with the completion of the game, which is semi done here I think.

The option to allow player to jump over gaps, and climb up stuff could have been implemented more and used throughout the game in a more indept fashion or maybe scrapped totally in favor of other gameplay mechanics.

I liked the option to have armory slots and inventory and being able to move stuff in and out of it. Its a cool mechanics which I think should be used more often. There is fun inventory management and there is non-fun management, this is the fun one :)

Game has a good length as a jam game though. Combat is a bit to easy so it kinda gets spammed to completion for efficiency. I was never in any danger of dying, net even in the end.

Thank you!

Developer

Thanks for the comment and yeah the balancing is off, there is just so little time in such a jam. The huge amount was more of a gag to underline the mess, the hero left behind. But I think I should have made that into a quest itself, like a completion state percentage for collection all the items.

Submitted

Wow, this is real neat!

Played up until you find the villager’s runaway daughter, but wasn’t sure how to progress from there.

I wish there was a bit more depth/difficulty to the combat, but there’s only so much you can do with a limited jam.

I also think I found a bug with combat: I was using the spells with a passive equipped in the off hand, and punching with the off-hand would often cast the spell for free (but not every time).

Developer(+1)

Hi, thank you for the kind words. Yeah, the balancing is way off, as I ran out of time. Making it easier seemed to be the safer choice for a jam. As you did not get farther than the daughter, you must have been stopped by the closed door in the preassure plate room. Ha, I thought I was so clever with the hint at on of the walls in the room. But you are clearly not the first person, who struggled there. So, next year I really have to think about these kind of “puzzles” and how to better guide the player there.

Submitted

the box blocks ur menu for some reason, the parour, artstyle, gameplay are all great! Didn't understand the storyline a little tho but that's just me, i got stuck at carryring the  blocking menu crate of doom and despair up

Developer

Hehe, thanks for playing. Yeah, the story maybe kinda weak ;) It is about a crazy hero, going on a rampage through the “peaceful” gathering of some cultists and because of what the hero does, everything goes wrong and a demon is summoned. And now the apprentice of the hero has to save the day and cleanup the mess.

Submitted

The parkour mechanics were really interesting, did not expect it in a dungeon crawler! I think my only major gripes were hp regen being totally busted, the pressure plate rooms that others have commented about (I just randomly walked on the tiles after running around looking for the switch), and the crossbow being to OP for the boss fight (I didn't get hit).

Overall really solid submission! I know from our submission that adding all of those items and stats was for sure a pain! LOL

Developer

Thanks for commenting and yeah, the balancing is way of, there is just so little time and I always to that last (with no time left). The preasure plates had a hint on the walls of the rooms :)

Viewing comments 31 to 21 of 31 · Next page · Last page