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Don't Croak's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #57 | 3.791 | 3.791 |
| Visuals | #62 | 4.116 | 4.116 |
| Overall | #71 | 3.919 | 3.919 |
| Audio | #110 | 3.419 | 3.419 |
| Authenticity (use of resolution restriction) | #139 | 4.349 | 4.349 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
I worked alone, and did all the art and coding myself. Sounds were from freesounds.com, and edited by me!
Was the resolution a challenge?
My biggest hurdle was text, and sprite clarity. I carefully revised my sprites to make sure they were readable, and used a creative method to show text
What did you learn?
I learned a lot about godot through this, and its UI and rendering features.
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Comments
Adorable little dungeon crawler! I'm a huge fan of games with ornate UIs, and this one looks really lovely!
It's audacious to use so much of the screen for UI but it works and even adds to the charm! I like the restricted color palette, it goes hand in hand with the jam's concept! Some effects broke the 64x64 resolution tho, that could be fixed by rendering to a 64x64 frame.
Very nice game, gfx style makes it very difficult to guess what some of the objects are and you need to guess by using them, but that’s not too bad for the gameplay. Controls are very uncommon and need some probbing until you figure out, particularly inventory handling is quite obscure at the beginning. Overall a very solid entry, with a very unique style. Well done!
Blown away by this one. Looks great, sounds great, plays great, and is packed with features and extras to discover without wearing out its welcome. I found the UI and flow really intuitive and pretty much everything about being a dungeon frog satisfying. You absolutely nailed this.
Still, I'd like to offer something more than "loved it", so here go a few things I took note of:
1. When picking up the battle axe/hammer, my weapon inventory was full, but it disappeared and I didn't get to use it. Seemed unintentional, given other items wouldn't let you pick them up if you had no space.
2. When multiple items were on screen, it wasn't clear what you'd pick up. A non-issue in most cases, but if you've only got space to pick up one more thing, being able to highlight something specific might be nice.
3. I chalk this one up to personal preference but figure it's worth mentioning: In a room with two enemies, after killing one, the other moves to the centre and the relevant UI changes. It only takes a second to recalibrate so it's pretty much inconsequential, but it's a slightly jarring inconsistency.
Thank you for playing!! I'm really glad you enjoyed it :))
The feedback is really appreciated too!
The hammer disappearing is a bug, and the bottom two are definitely quality of life features I should implement! I hadn't even thought of the 2nd one before, but now that you mention it its SUCH and obvious thing
Fun little game. Extra points for give yourself an additional restriction on the color pallet. Another game to add to my fun game jam games list.
Very authentic dungeon crawler game, true to the low rez aesthetic and game jam constraints.
The controls were somewhat unintuitive. It wasn't clear to me how so perform certain actions like picking up items and fighting.
If you want to pick up an item in a room, you have to tap on the gloved hand, and then you have to tap on the down arrow. I was trying to click on the items in the room itself as that seemed most intuitive / obvious to me.