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A jam submission

Eerie HallsView game page

A dungeon crawler where you plunge the depths of a procedurally generated dungeon to find your lost cat.
Submitted by blgdchap, LeanriM, FordAudioDesign (@FordAudioDesign), RubyHellscream, Lance Bunt — 3 hours, 5 minutes before the deadline
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Eerie Halls's itch.io page

Results

CriteriaRankScore*Raw Score
Originality - Does the game innovate or try something new?#273.2033.333
Overall#412.8983.017
Gameplay - How fun is it to play?#422.8022.917
Audio - Does the game have nice sfx and music?#482.8022.917
Technical - Is there a technical achievement​ behind the making of this game?#512.4822.583
Graphics - Is the game aesthetically pleasing?#513.2033.333

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Gotta agree with the ping pong comment lol. I ended up trapped in a little alcove and enemies just seemed to be queueing up so that I never actually got to leave! Love the art style and music, everything felt smooth and polished. Would be nice to be able to resize the window but it that's a minor gripe. Good job!

Developer(+1)

Thank you for playing our game!

Yeah, I am kicking myself about the resolution I released in - an expensive lesson for the future. The balancing of enemy placement is something we will deal with in a future release - also making the AI a little less aware so they don't chase you all over would probably also help - our enemies are too smart an agro :p

Submitted(+1)

I second the opinion that I felt I was playing ping pong with myself :D Pretty cute though!

Developer

Thank you for playing our game :)

Glad you enjoyed it!

Submitted(+1)

Short game with smooth nice visual. Morgana is cute :) BTW with my screen resolution 1366x768  combat hit/flee/block panel was hidden under windows "startup panel", so i was disoriented during my first fight %)

Developer

Thank you for playing our game :)

That was a last minute change I made that I really regret - the game looked much better in my editor and in a smaller resolution than it did playing full screen, so at the last minute I decided to switch from full screen release to a fixed resolution - which borked it for people with lower res screens I suspect. Such a dumbass move.

Submitted(+1)

after a while, i felt like i was playing pong against myself on a number line.


but as I feel all rabbit-blobs need to die, its ok.

Developer

some variety would indeed have made it better, we just didn't manage to get there in the deadline - but definitely planning on releasing a version with feedback worked in :)


Thanks for playing our game!

Developer

We will give the combat a little more variety in a future build with enemy hitboxes moving around and changing shape so it feels a little less like pong - just wanted to try and add a new mechanic that we hadn't seen before in other games. That said I really liked your approach in Freebooter of SPLORR with the deck of cards as well - new and exciting mechanics are always a gamble but are one of the things that make game jams fun for us code monkeys :D

(This comment freaked out on itch.io for some reason, so had to delete it and post it again - wierd!)

Submitted(+1)

Cool concept for the combat. I think there are a lot of cool things you could do with it. I also thought it was a really smart length game for a jam.


Just one small thing of feedback, in my two playthroughs it seemed a little too easy to get swamped with a parade of enemies. 

Developer(+1)

Thank you for playing our game Yammosk! 

We are indeed very proud of trying something different for our combat - there were many things that we wanted to do though like moving the hitboxes around, having multiple hit boxes, changing their size based on the difficulty of the enemy etc. These will hopefully all be added to a version we release after the voting ends :)

In terms of getting swamped that is a bit of a problem with the way we do the placement which I didn't think through on the procedural generation - we use a wavefront algorithm to plan out from the start of the procedurally generated maze places that are X steps away from the start square and then we randomly place a monster in one of the squares that are that distance away from the start - this works well if the maze starts out with multiple paths that branch away from the start square, but when there is just one long hallway at the start then it places them all in that hallway. I haven't figured out a cute way to overcome that yet, but am thinking of something along the lines of a heat map that stops monsters from being placed too close to each other. Will have to puzzle that one through in the coming weeks though :)

Submitted(+1)

I can already imagine enemy or status change variation making the cursor lost its rythm or the bars move.

Developer

That was exactly the idea, and most of the code to trigger it is actually in, we just didn't have enough time to make each monster's attack and block rhythm be different. It was a lot of fun to do something that we have never seen before though - looking forward to exploring it further down the line when we work on it further :)

Thanks for playing our game!

Submitted(+1)

That's something quite original out there! A Rhythm-based combat system, congrats for this cool idea guys!

I've also like the musics used, the battle theme is catchy and also love the bestiary and the art of the characters and the dungeon as well. For some reasons, this game  reminds me of  "Dark Cloud" (the Ps2 Game) if it was a Rhythm Dungeon-Crawler instead of a A-RPG :). 

It's a bit sad there's no sound effects at all when we block or attack, but maybe you did not have time to include it, 7 days goes really fast! I would also love to be able to skip the intro cutscene, or to move the dialogues faster. Every transitions take so much time to do.

Overall, it's not that bad, I like it actually. Congrats to your team!

Developer(+1)

Thank you for playing our game and for the positive feedback! The rhythm mechanic was something I was pretty proud of - though it has the capabilities for the hit and block boxes to move around and scale based on enemy stats but didn't get round to implementing it fully sadly - it will definitely be in a future release though where we work in all the feedback!

Submitted(+1)

Agree with this, it totally reminds me of that era of games.

Developer(+1)

Thank you HydroGene for playing our game and for your feedback! Sound was indeed something we just didn't get time for, but would really help the game along - same with the animations that are a little off sync from the reaction bar on the bottom - but we are proud we managed to get the rhythm combat done and working in the jam and are now keen to do another release working in all the feedback :)

Submitted(+1)

I liked the rhythm-based combat system, but it seems like the all battles run at the same speed, which makes the battles feel the same against every enemy type. The music is obnoxiously loud and the perspective makes it easy to get lost.

Developer(+1)

Sorry about the volume - there was a slider built in to make it softer but didn't get round to implementing it properly! The combat system was something new we tried as I had never seen anything similar, but the idea was to make the hit and block boxes move differently for different enemies and have the speed be determined by your level. After the jam this is probably something I will implement to see how it actually plays out. 

thank you so much for the feedback and for playing our game!

Submitted

If you want to try something similar, try Biohazard Gaiden and Tomb of the Amazon Queen. :)

Developer

Thanks - will give them a shot once I have rated a few more submissions :)

Submitted(+1)

Hell yeah, you've got a volume slider. However, it doesn't change the menu music, which is really loud. Still, the thought counts for something!

Interesting combat system, never seen anything done like that before!
Couldn't work it out the first time, then realised 'the correct button' meant the coloured ones. It would have been nice to be able to skip the introduction when you're playing through it again.

The random level generation is cool, but it gives up control over the pacing of the game. You can't precisely control how many enemies a player will have to deal with. I got a massive stack of enemies in a corridor!

The music could use some work, there are some glitches where it stops playing when it shouldn't, but it's nice to have a combat theme.

Some sort of automap could be useful to help with the navigation, especially with only one type of wall.

If there was some more player feedback, it could make the game feel a lot more substantial for little work, whereas now the game sometimes feels like it's animating "at you".

Developer

Thank you for the feedback and for playing our game Lambduck - the volume slider was indeed something we forgot to implement before the end of the jam, but will release a version after voting that includes all of the feedback we received.

Really appreciate it!