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A jam submission

FortuneView game page

A Zelda-style dungeon exploration game!
Submitted by Jeremy K (@jeremykdev) — 1 hour, 46 minutes before the deadline
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Fortune's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#2743.7883.788
Overall#3173.8483.848
Presentation#3224.1524.152
Creativity#8253.6063.606

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The primary mechanic of "Fortune" involves rolling dice in order to move both the player and enemies.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Submitted(+1)

This is neat game.  I liked the turn-based player and enemy moves.  I did get killed really easily, though.  For me, the default strategy kind of turned into 'wait just out of reach until you roll high enough to move to the enemy and kill them in one go'.  I feel like I wanted some kind of extra actions besides move/attack.  Maybe a way to heal or defend? 

Regardless, I liked it.  Well done!

Submitted(+1)

i love the use of sound effects. 
the art is great
the gameplay was nice
some issues i had were an enemy being right in the entrance of a room and instantly killing you as you
enter. also pls add potions lol this game is hard.
one time i believe the enemy just didn't want to move?
my game might have been unselected, but i thought i clicked on it a couple times, yet the enemy's moves never decreased.
anyway, very cool concept. 
nicely executed
good job!

Submitted(+1)

Cool zelda-like game. Moving around with the dice mechanics in empty rooms is a bit tedious. And AI spoils the fun a little, but the game is good, you did a great job.

Submitted(+1)

Loved this one! I was surprised to find that the simple yet clever mechanic led to a nontrivial amount of strategy (it sometimes felt like I was "dueling" the enemies!). Great work on this! :D

Submitted(+1)

Fun game and great visuals. I will admit that it was a bit frustrating, since the randomness does tend to make up most of the game. Strategy exists, but is often more about delaying any offensive movements until you have the right dice. Regardless of that, I think this is a great base for a unique game. Great job!

Submitted(+1)

Really enjoyed this! Great visuals and use of theme! Really cool game!

Submitted(+1)

This was super fun to play! Mechanics were simple to understand and the visuals are great! A smarter AI would be nice, but the game feels very satisfying!

Submitted(+1)

The concept and gameplay are great! The AI was way too easy, but a cool game overall!

Submitted(+1)

Really good entry! Felt super polished and was a lot of fun to play. One improvement might be to make the AI a little smarter - it seemed to be moving mostly randomly.  Nice work!

Submitted(+1)

I love really simple games and this one definitely fit into that category. I love when developers come up with a simple yet effective mechanic and design a great gameplay experience around it. This game is super fun to play and I love the visual style. The AI is a little annoying at times but other than that I think it is a really strong submission. Excellent work :)

Submitted(+1)

This is one of the most well-polished entries I've seen in this jam! Great core concept. Unfortunately I kept getting my ass whooped as soon as I would walk into the next room, but that's probably caused mostly by my bad (rushed) strategy hehe

Submitted(+1)

I like the idea of rolling for your turns and you presented that really well! I think the player turns and the enemy turns should be separated to equal the left or the right dice accordingly though. Overall really nice game!

Submitted(+1)

Nice polish all around and a cool idea! A couple of things to update could be to make dice rolls only necessary with enemies in the room and to reset dice rolls when you enter a room.

Submitted(+1)

Adding to the commets that this is an excellent concept and great game. I had fun with the game. A few things got my attention:

  • I felt the AI a bit passive at times. I noticed that there is some idea on what it is doing but usually it was not on the agressive side.
  • I think that it would be cool if the enemies that are holding keys are visually distinctive. I've spent too much time on looking for one gold key :D

Did you have more ideas on enemy behaviours and types?

Submitted(+1)

Excellent concept. I'm a big fan of turn-based movement games and this was a great take on that form of strategy game. Played very smoothly as well, and I'm a big fan of the minimalist retro presentation (great color scheme as well)! Very well done.

Submitted(+1)

This is a really good game. The sound effects fit perfectly, the art style looks really nice, and it is super easy to understand and control. This game is also very frustrating, but in a really good way. Its like the more angry I get, the more I want to get back in there and try it again.

(+1)

Great game. I played for a bit then got frustrated. here are my notes. Sorry if they are unorganized. Loved the concept so much and would really like to see the game expanded on. I found it to be an enjoyable positioning focused game. Hope that's what you intended. I admire you making such a polished product in 48 hours.

-wish I didn't have to press space to roll dice

-wish there was a button to wait on a spot (strategic positioning is kind of the hook for me)

-I can stand at door way and cheese rolls (don't know if this is intended)

-looks like maybe the enemies only pathfind to you if they have enough moves to get there but I'm not sure (wish that was telegraphed more clearly) (I think this plays into the strategic positioning) (after playing for a while I don't think this is true) (sometimes it also seems like they will pathfind to you in a spot they normally wouldn't if they have enough to kill you. I guess this makes sense if I was playing as them. but as a player expecting them to not come after me in a spot where they haven't previously and then getting killed for that is initially frustrating) (also, maybe a way to bait the enemy into running towards me that costs one point would be nice, then I could get them to spend moves for me) (there is also a problem where 2 enemies will pathfind close together. which frankly makes me want to wait until I roll like a 12 which is unlikely, or until they split back up)

-I appreciate the enemies having a reliable number of turns to kill. this allows me to position and be rewarded for picking the right spot or pushing when I know I have enough

-how does line of site work

-in the room with the locked door on the left and the two on the right, sometimes I walk in there with my last move and get immediately killed (it's a good lesson to learn but if you aren't trying to teach that lesson you may want to move that guy)

The biggest thing for me is I wish the behavior of the enemies was more clear. That would make coming up with strategies more reliable. Congrats on finishing such an engaging game! I look forward to seeing if you take it any further!

Developer

I appreciate the feedback! If I had more time to work on the project, I absolutely would have added indicators on the ground to show each enemy's line of sight. If you're wondering how the enemy pathfinding works, if they are within three tiles of the player and have direct line of sight of the player, they will move in the player's direction. Otherwise, they will move in a random direction. If it feels like an enemy detected you from further than three tiles, it was most likely just unlucky RNG. Thanks again for the feedback!

Ah that makes a lot of sense. Thanks! great game!