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A jam submission

The Cosmic DelveView game page

Cosmic Horror Dungeon Crawling
Submitted by TripleBBB — 7 minutes, 59 seconds before the deadline
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The Cosmic Delve's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#1122.4892.846

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
We went for the themes of Solitude, and Cosmic Horror, you are a lone traveler exploring the eldritch dungeon.

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Comments

Submitted

Nice entry and very playable. The 3 turns to act, before the enemies doe something are very clear and give some tactical options, maybe some more enemy variety or player skills would move the system to the next level. But the idea is very nice. The graphic are okay, the mix of the hand drawn (while very nice) and the textures is a bit garish. The sound effects are nice and I liked the creepy ambience voice in the background. You even have an end boss, very cool. But why is the weapon disappearing, when directly in front of a wall? Is that a bug or intentional, as as speer is to long for such a distance?

Submitted

"With his minions defeated Baa's grip on the Comisc Delve weakens."

Although the style of the different parts is probably not exactly consistent I like the overall presentation of the game, the text parts are atmospheric and well presented. The game is fun to play, I like the main action point mechanics, the few diffrent enemies which get you to use it your best way and the game was satisfying to beat.

The tiles might be a bit small, watching a one tile-thick wall from an edge gives that impression. The beholders confused me a bit, I think they can hit you in diagonal, which I don't know if it was intended or not, and when two tiles ahead I had the impression that sometimes they hit you and sometimes they don't, I could almost swear sometimes I managed to kill a beholder without being hit while in the same I can't understand how it's even possible, I probably fantasied that, and either way it's a me problem and not a game problem.

This is a cool entry, thanks for sharing.

Submitted

This is a very solid core gameplay loop. The art is solid, and I love the puzzle-based combat system! The roguelike 'choose your path' feature was a neat addition too, even if it doesn't currently have many options.

You can watch my playthrough here:

Submitted

Nice game. Moving well to avoid being attacked was an interesting mechanics. The boss were just barely beatable, so the difficulty level was just right for me. I also liked the atmosphere and art style.

Submitted(+1)

Nice concept with floor clearing and choosing 1 out of 3 for the next. Could see this expanded with some more features. Combat was like a game of chess once I figured it out. Beholders are the only ones that can actually hit you, the rest you can just "dance" around. Thankfully, the boss doesn't spawn beholders so I finished it on the first try. Atmospheric sounds could use a bit of work too, but it's a very solid base overall.

Submitted(+1)

Basic mechanics are spot on. Yes, its too easy as it is right now, but I could imagine enemy that hits furhter than 2 steps or combination of enemies that can 'trap' you. Like more range to mobs in general and mobs actively trying to make use of that range when combined with other mobs.

In general, nice step puzzle combat, I apreciate that :)

Submitted(+2)

Interesting. The graphics and level layout does not look very impressing, but after you get the hang of the mechanics it is quite fun to play. Movement is clunky and view is, lets say not the best. But then I do appreciate these kind of timing and strategic games. Best in the game was the cut-scene before the final boss! Well done!

Submitted(+1)

Not bad! I couldn't win, though! Fought the boss twice.

Things I liked:
-The art was nice
-The monster designs were unique and interesting
-The boss concept was really unique and cool

Potential Improvements:
-The dominant strategy seemed to be getting lucky with as many campfires as possible to stack hearts. Not very engaging from a gameplay perspective. Hiding heart containers behind puzzles or giving you a bonus for clearing certain conditions at a level where the player has some autonomy might have felt better.
-Speaking of autonomy, I didn't feel so much like I was playing as much as I felt like I was just watching things happen to me. Some more player choice and thought put into the mechanics to make them feel like you have some level of control over what happens would go a long way.

Overall though, good submission for the jam!

Submitted(+1)

I dont think campfires are that necessary. The only enemies that can hit you are those beholder like guys with 2 range attack, everyone else you can just kite to not receive any damage. 1 or 2 campfires are enough to finish the game

Submitted(+1)

Yeah, but if you can RNG like 6 or 8 campfires, you can potentially ignore damage and win. :)

It just seems like an obvious way to cheese the game.

(+1)

Heyo! One of the developers here. The game is very easy to cheese. Originally we wanted to add an extra "items" room that would've decreased the likely-hood of getting a rest room, however between having to learn gdscript and it being our first time making a game we just didn't have enough time in the end to implement it. Thanks for the feedback though, definitely something we'll consider for next time! ;)

Submitted(+1)

Yeah, you all did a great job, all things considered! Just trying to show up with some good feedback to make it all worth it, growth is what game jams are all about!

Submitted(+2)

Nice short game, took me about 10 minutes to finish
Music and the artstyle is fitting the theme.
+ for having different transition speeds in the settings, and also supporting instant movement
Godot also has a nice InputMap singleton that could be used to implement input remapping rather easily, would be another +
I didn't like evil eyes enemy attacking me diagonally, but it's just my preference.
Also camera is either placed very close to the forward edge, or has low FoV
solid entry / 5

Hey, thanks for the feedback! Funny enough the beholder-like enemies being able to hit diagonally / around corners is actually a bug! We implemented them with only about an hour left in the jam so we didn't really have the luxury to properly debug them. As for the FOV, it's definitely something we're going to try work on for next time!