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A jam submission

Ouroboros: A Dungeon Crawling Adventure [IGMC2022]View game page

A short dungeon crawler game with hand-drawn graphics inspired by the old tabletop RPGs
Submitted by MissingSeven (@missing_seven), CrawlingChaox — 9 days, 7 hours before the deadline
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Ouroboros: A Dungeon Crawling Adventure [IGMC2022]'s itch.io page

Results

CriteriaRankScore*Raw Score
Judge's Choice#1n/an/a
People's Choice#14.7504.750

Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 39 to 21 of 39 · Next page · Last page
(+1)

I also got to play this game for judging as it was a finalist. Here are my thoughts on the game.


Overall I felt this was a very well done game. It is well polished and plays well. My only gripe is with the time mechanic as I didn't feel it really added anything to the game in the end. I do think if you had a longer game it may have been more evident but a short jam game like this I didn't feel I really got to see all the benefits and disadvantages of it well so it felt a little forced instead.

Outside of that little quibble I had no other suggestions on things to fix. I ran out of time right when I got to the fight with Ouroborus, and that was only because I rushed to it late realizing I had 5 minutes left.

(2 edits) (+1)

I was one of the official judges this year, and now that the results have been made public, and I'm free to do so, here is my score and thoughts on this title:


Overall score: 10

I can easily see why this won People's Choice. I loved everything about this game, from the designs to the characters to the way it was presented. I just wish the time mechanic was explained a little better (the mechanic was, but not the finer details: Purple = Time Forward, and Yellow = Time Backwards, etc). I will say the volume was LOUD, though. Other than that? Excellent work.

(+2)

Hey there MissingSeven and CrawlingChaox, I got your game for judging so here are some of my thoughts. The top-down presentation with limited colors was a brilliant move, both making your game stand out and making it easier to choose what skill to use in battle to deal the most damage to foes! I did wish that the question marks were a bit more distinct when it came to what was an item and what would move the story along, but that's a minor nitpick.

Gaining new skills thanks to equipment was a cool idea and complimented the time mechanics well, but I feel like there was a ton going on for a contest with a time limit. I wanted to take my time and explore different combinations, but since I could only play for an hour I had to keep rushing to see more of the game before time was up.

I accidentally started the golem fight right away (I ran up instead of down, whoops), so I had to brute-force my way to victory. I'm glad you did make that fight winnable even if the player didn't properly weaken it, but having a moment where the golem appears on the map before the player can move again would've stopped me from totally missing the intended way to do things. Possibly because I spent so long on that fight, I didn't actually finish the game in an hour so I have no idea how things end. It felt like there was a ton of story and dungeon to explore left after that, so it's a shame that I missed out on it.

Overall, I can see why you placed first in the People's Choice, this is a well-polished game! You clearly had a vision when you started this game and you succeeded, so good job!

Developer(+1)

Hi hiddenone! I'm sorry you had to fight the Golem that way. Many people told me that they instinctively move up after the cutscene, but I was too late to fix that for the final release. The golem is halfway through the game so I guess you couldn't finish the game within the time limit anyway XD

I hope you had fun despite this little obstacle! If you decide to complete your playthrough after the judging time to see the ending, feel free to tell me your thought about it! ^ ^

Submitted(+2)

Congratulations! As to be expected from the brilliance that spawned nec[H]roma.

Submitted(+2)

Congratulations guys :) Well deserved for this very polished experience. 🥇

Submitted(+2)

Congratulations for #1 in people's choice!! I hope you guys keep making lots of charming games! I'll totally be here for it.

(2 edits)

Great presentation, lovely characters, but the combat design needs a lot of work. I played on Challenging difficulty, yet I never felt like I was truly in any danger; not even the final boss was all that hard. The ending was also kind of a letdown.

I also encountered several odd bugs. For one, after the first bonfire scene the game simply didn't fade the screen back in; I had to reload an earlier save and redo that scene for it to go through. Second, both times I tried using an Ariadne's Thread, I got warped out of bounds instead of to a bonfire.

Developer(+1)

Hi, thanks for your comment! The game totally needs some balancing fixes. It's way too easy for me too. This is the first time I read about a bug, though. I'll check it as soon as I can.

Submitted(+2)

Ouroboros is an incredible game from start to finish, it's astonishing as a game like this can be made in a month!

The art is really peculiar, but this style really works!
The characters also are all full of personality, everyone is lovable, even in the young/old form!

Talking about forms and the core concept: I feel this game has taken the theme of the contest in a really unique way, and a super-congratulation for having the theme in the gameplay!
Talking of it, it's really fresh seeing how a short game ("""short""". XD) like this can have such a interesting customization of character builds, and che constant change on the battlefield really keeps you on your toes!

I can see the clear inspiration from Etrian Odyssey (No, I'm joking. I know there isn't: don't worry. XD)

I'll happily wait for your next game, whatever it'll be! :D

Developer(+1)

Haha I never played Etrian Odyssey, but I guess you already knew that XD

Thanks for your comment, I appreciate that :)

Submitted(+2)

The production of Ouroboros is nothing short of fantastic. Heavily inspired by DND, and I'm fairly sure I see a lot of Etrian Odyssey in this (one of my favorite game series ever).

The game is mostly pleasant to play. I absolutely love love loved the Battle Speed options and I got to turbo the animations as much as I wanted.

The grid map as the actual in game map was a very fun touch. I liked how the enemies were done, either moving when you move or automatically moving whether you move or not. It reminded me fondly of dodging FOEs in Etrian Odyssey.

The game, however, is way too wordy in my opinion. I do not remotely mind dialogue heavy games. I got the point of it. I think it could have been paced a bit better. I would have just been let to explore and learn the mechanics at first, but felt I kept being stopped for a lot of description paragraphs.

For an hour time limit, I think this game may have pushed far too many mechanics into it. It feels like a jammed suitcase. It has a very deep set of mechanics that would be great for a 50 hour RPG, but for a short one I felt overwhelmed and like I was playing wrong. In the end, I didn't even need the majority of the stuff it built, such as crafting weapons and returning to get all treasures I was not able to get.

The game ends, very abruptly. It feels more like a demo of a proof of concept rather than a complete game. Which I totally get. A deep RPG in an hour is almost impossible. And IGMC forces very strict time limits in developing/and playtime.

Story wise, it also had way too many concepts in too small a space. I felt like developments were thrown at me, but didn't have weight because none were particularly built on. I did not have an emotional connection to any character, but I did enjoy how they looked/and the aging mechanic. I just felt it didn't mean that much in the end and would have done much better in a slower paced, much longer game.

I loved so many of the concepts of this and would absolutely love to see this fleshed out.

The biggest flaw to me was the Golem boss fight. It was a good idea, but it needed a lot more flexibility to fail. It turned into a vague trial and error thing for me. I even left and tried to find solutions. I would suggest if doing something this easy to fail based off timing/movement, to not give a game over.

I would have personally cut much of the mechanics and dialogue, and just let the player explore/battle. The game itself could have used a couple more boss fights/maps and less dialogue/mechanics so there is more room in the time limit to allow this. When I reached the last boss I was rather surprised, even though I was already past the hour mark (on fastest battle option)

The ending being a promise for more adventure also makes it feel more like a tech demo than a full experience.

I may seem like I'm complaining a lot, but I really enjoyed this. The flaws didn't remotely actually bother me, I've tolerated much worse in other games. I feel the need to point them out as this could be such an instant killer of a game and I think WILL be when you continue this concept. Your art is mind-blowingly good and everything ran so well. I hardly even recognized it was RPG Maker anymore and likely only did because I have so much experience with it.

Keep up the fantastic work. Absolutely great job. 

Developer (1 edit) (+2)

Thanks for your comment! I'm aware of the things you just said, and I partially agree with you. This might be a "large compressed game" and it needs some balancing here and there (in terms of gameplay, dialogue and pacing in general).  I'll try to adjust the game and I'll flesh the concept out for sure. I'll treasure your feedback ^ ^

Thank you again for playing!

(+2)

Super polished, custom and it has a concept (not so obvious)... Super productive as always, cursed Lollo XD

Developer(+1)

Aww thanks a lot! ^ ^

(+2)

Great so far, I love how it's like an old-school RPG but with an innovative theme! 

Developer

Thanks! :D

Submitted(+2)

Sincerely think this is the best game out of the whole batch. While some things can definitely be polished,  this feels like a really complete game!

Developer

Wow,  thanks a lot! I appreciate that :)

Submitted(+3)

The idea behind the gameplay is really cool, very D&D like adventure, a game that I'm approaching recently :)

The graphic is simple, not many colors, but still clear and suits the style of the game. 

The game is a bit longer than what I expected, but I enjoyed playing it, although there are fights in it and it's not among my favorite genres.

I wouldn't change anything in graphic os maps, that i appreciated.

Rebirthing in a different form with a different age is a very interesting idea! Some characters in their baby version really made me roll on the floor xD

Seliqa's baby form is my favorite in every aspect: look, color and character in the story.

Another masterpiece, bravissimo and many compliments!

Developer

Hi! I'm glad you enjoyed it even if you don't usually like combat-based games! Thanks for your comment ^ ^

(+2)

Ouroboros: A Dungeon Crawling Adventure [IGMC2022]

by MissingSeven (@missing_seven), CrawlingChaox

Hey there MissingSeven and CrawlingChaox, thanks for submitting a project to the 2022 IGMC. I'm Drifty and I was asked to judge your game in round one of the IGMC 2022 game jam. Here's some feedback about your project.

Right off the bat this game grabs my attention with interesting art and music on a well customized title screen.

I appreciate the difficulty selection right at the beginning.

I really like how you've made the tutorial not a boring experience, the combat system has been very customized and I love all the detail that has gone into the presentation.

The writing is well done and the characters feel like real people talking.

I think it was a good idea to simplify the stats by removing some of them from the base game.

I love the D&D style of combat with the theme of casting dice to determine damages. 

I feel like you've started the player off with a generous number of consumables but not an overwhelming about of skills and items.

The art, font and colors that you've used in the menus have a nice contrast and everything is easy to read.

The music and sound effects are perfect for the mood of the game and always feel appropriate. 

While I recognize some default animations, I think you've chosen decent ones. 

I would have loved to see more customization of the animations and particle effects.

I really enjoy the use of color on the (show)pictures when it's added, as most things are black and white. It helps to accentuate the focus of the scene. Good thinking.

The time changing mechanic completely caught me off guard, but in a good way. It put an interesting spin on the adventure.

I like how you've made the map, it's really cool. I think I've seen a map making software with this style before but it's obscure.

It's cool how equipment provides new skills, I've always been a fan of skill-equip systems.

I do find some of the dialog to be a little wordy at times, but the storyline is great and the writing is superb. 

Overall I think that you've crafted a unique experience that feels unlike the typical RPG Maker game. Fantastic job, one of the best entries I've played so far. I look forward to what projects you work on next, keep up the great work!

-Drifty

Developer(+1)

Thanks a lot for the detailed comment! I'm happy you liked the game and I look forward to read the feedback of the other judges ^ ^

Submitted(+2)

WOW -- this game is incredibly well-written and visually very impressive. You managed to complete and fine-tune so much content within such a short period of time! I'm not personally a TTRPG kind of person, but even so, this game held my attention all the way through to the end. 

Amazing work!

Submitted(+2)

I have to say - a lot of time and effort has gone into this game... It really shows. Beautiful art, interesting characters and pretty much nails the whole tabletop RPG format. Whilst TTRPG's aren't really my thing, it'd be foolish to not admire what's been achieved here and I can see the qualities come through in the game's design and its writing. I'm left wondering if you plan to continue development, or if you're happy with it 'as-is' as a complete adventure. Excellent job with it. <3

Submitted(+2)

This game was beautiful! I love the art, the characters are super endearing and the mechanics you've introduced really shake things up. Despite at its core being very standard RPG Maker gameplay, it's dressed up to feel like a tabletop RPG with a narrative that is very well written. The characters have a lot of personality and the art direction of this game is top notch. Honestly, if this game isn't recognized by the judges for its cohesion and unique style, it's a huge mistake!

Submitted(+2)

Streamed this yesterday and the dev was there, but I’m leaving this here for posterity just in case:

  • +The art is great, all around, and clearly the best part of the game. The designs of beast monsters were especially cute.
  • +The concept of having three forms was interesting! Their alternate designs were very cute.
  • +I always enjoy when encounters can be controlled by the player and evaded (because I'm lazy XD)
  • +The difficulty choice is appreciated, I personally prefer the gameplay to be easy and this let me do just that. I can't speak about the balance other difficulties.
  • -I got a bit frazzled trying to keep my skill slots in check. Honestly would have preferred that some skills be bundled up or have more slots.
  • -Personally, I did not like how the game handles the ending and the "result" of the adventure. I would have preferred a more definitive "win" and maybe hints of something else. Though from what I understand this type of storytelling is very common in tabletops and this is just my taste.
  • -I did feel like the extra story elements more geared towards the ending did feel a bit intrusive in the “main quest”. Knowing this was (supposedly) a short game they felt a bit tacked on like exposition at first, tho with how the ending goes I suppose that was the point.
  • -Minor niggles and polish: some skills feel like they could be bundled into a single piece or equipment, or made “native” to characters. // It would be cool if there was a reminder of what each "age" perk is via the "hover states" function // The icons for doors/mechanisms and item gets should be different, mainly because I accidentally kept checking closed doors again because I thought they were items. 

Overall this was a very solid, polished project. The single reason I’m not enthusiastic about it is that I have no personal affection for tabletop games myself (people in the chat who did were loving this), so that part of it did nothing special to me. My taste runs more on the dialog where this focused more on richer narration, which was well done, just not my specific taste. It’s still a great game within the timeframe and limits of the contest and deserves all the praise.

TL;DR if you like tabletop rpgs this is a solid choice.

Submitted(+2)

This is probably one of my favorite artstyles and definitelyt my favorite entry to the jam!!! Really fantastic work absolutely love it! :D

Developer(+1)

Hi! Thanks :)

Viewing comments 39 to 21 of 39 · Next page · Last page