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A jam submission

Dungeon DiverView game page

Underwater Dungeon Crawling Adventure
Submitted by Rebello — 23 minutes, 21 seconds before the deadline
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Dungeon Diver's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#74.3234.323
Gameplay - How fun is it to play?#163.8393.839
Graphics - Is the game aesthetically pleasing?#184.3234.323
Overall#193.7873.787
Theme - How well does it incorporate the theme?#533.2903.290
Audio - Does the game have nice sfx and music?#1003.1613.161

Ranked from 31 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 26 to 21 of 26 · Next page · Last page
(+1)

i have to agree with the previous comments that this game was awesome!! Keep on working at what you are doing cause you are making some good stuff:) 

Developer(+1)

Thanks for playing our game. We're working on it still but it's taking a while to expand it to a full game, we're finding.

(+1)

At this point I don't know what to do. As one of the judges, I want to say this was the best games submitted. BUT, I also want to write a very thick book on game design AND THEN BEAT YOU ABOUT THE NECK AND SHOULDERS WITH IT!

You have a lot of exploration elements in your level design which you increase nicely as you go further in, BUT you have not just one timer, but TWO!  You have a timer on lighting and then you stack another timer for air. I HATE timers in any game. I even hate timers that just tell me how long it took me to finish,  even if it means nothing, because just the fact that it is there puts pressure on. YOU put two timers into a game where I'm expected to take my time exploring and even finding hidden secrets. Time I spend exploring takes away from time I have left to finish the game. 

IF and I do mean IF, buddy! Grrr. If I put you down as one of my top five, expect a nice bit where I talk about things I liked AND THEN A SCATHING RANT ON YOUR F'ING TIMERS. ...And maybe a lesson on how to remove them, but still have a nice mechanic, but only if I'm in a good mood.

Also, can you actually win? I gave up trying to out smart the boulder.

Developer(+1)

Thank you so much for even considering to play our game. Your comments are gold dust to us, and it's one reason we were so excited for this year's jam. Your feedback is the real prize for us.

We're glad you enjoyed the exploration parts about our level design. We wanted a game that was more than just combat focused, although we're very aware our combat mechanics need work too.

We wrestled a lot with the flare and oxygen mechanics during the jam, going backwards and forwards on the length of time a flare should last, how long an oxygen tank should last, or whether we should even have them at all. We took the jam as an opportunity to test this out, and get some feedback, and boy did we get feedback on it! We're leaning towards removing the flares altogether and swapping them out for a lantern which never goes out. We're also thinking that the oxygen tank (or a similar device) is something that doesn't run out, but is something that you have to equip in order to go under water for longer than you can hold your breath for.

We would love to hear any more feedback you have, and please rant away at us, we are listening. This is only our second game jam, and our third game ever (we've not yet commercially released anything), and we're still developing our game design skills. We're entirely open to any and all advice and critique.

The game is winnable, and the boulder can be avoided, but only if you knew about the hidden wall mechanic, which we never introduced the player to at any point. We realize is another game design flaw. With it being a Dungeon Crawler Jam, we were expecting our audience to know about hidden walls, but we shouldn't have assumed that. Just before the pit you can side step to the left through a hidden wall into a corridor which brings you out the other side of the pit (click on the image to see the full map on Sketchfab):

Dungeon Diver on Sketchfab

Boulder Escape Passage
Thanks again for taking the time to play our game and for your valuable feedback.

Arlorean (Adam) and Carodan (Dan) from Rebello Games.

Submitted(+1)

It's an incredibly sprawling game! Really interesting theme, loved the environment though it's absolutely huge! Took me ages to get through it. The free-look mechanic really helped with far quicker navigation though, this was an ace addition.

Sad there were no checkpoints. I was doing really well, collected so many bags (18 or so) and around 23 gold, but when picking up the totem (presumably near the end), I had no idea where to go other than straight - plummeting to my death. Was pretty devastated to find I had to start from the beginning as I wanted to see it through.

Huge variety of things to pick up, and kiting the enemies made for good combat, along with the slider that allowed you to land critical hits, while juggling between the cooldowns of different weapons.

Really interesting premise and a lot of stuff at play here! Good job! Wish I knew what happened at the end!

Developer(+1)

Thanks for playing our game, we really appreciate it. We spent the best part of a day creating the load/save feature and then didn't add in an auto-save-checkpoint feature, which would have been 5 minutes extra work. Sorry about this. There was a load/save bug where enemies that were killed still blocked their square on reload so if you are going to try again, maybe wait for our post-jam release which fixes this bug and adds some other features (and possibly bugs). To get all the way to the end and then die must have been so frustrating, we feel your pain. You were only about 10 squares from the end of the game!

Did you find any of the @Zooperdan trophies? There were 12 to collect... :)

Submitted(+1)

The Zooperdan trophies??? I don't think so! I just found the pedestal one at the end? I felt I was super thorough, so absolutely no idea where you could've hidden anything else - very cool to hear I was missing stuff! Don't worry about the saving/loading. I noticed it after I'd died, but wasn't expecting a save/load system in a 7 day jam, so even that's impressive too!

Submitted(+1)

Very impressive game. I enjoyed it. I had some issues with bugs that I see some other people had but I still really enjoyed my time and think that you guys did a great job.

Developer

Thanks for playing our game. We appreciate the feedback. Sorry about the bugs. They will of course all be fixed in version 2.0... ;)

We look forward to playing your game soon.

Submitted(+1)

Stacked my flares together, don't know how to lit one after the first one ran out. Proceed to throw all my flares into the darkness never to be retrieved again.

The game feels really polished. Although the PgUp/PgDown to go up and down is a little bit hard for me since I do not have the PgUp/PgDown as their own buttons but merged into the arrow keys which I also need to press my Fn key for them to work.

Developer(+1)

Many thanks for playing our game. We're sorry you fell foul of the stacked flares and dropping them in the dark. We've fixed this for our post-jam update, coming out on Saturday. We no longer stack flares and we're adding an emissive texture to the them so you can see them in the dark! Good call on the PgUp/PgDn, other people mentioned the same thing. We're moving those to the R/F keys. We're looking forward to playing your game soon.

Submitted(+1)

Sure will!

Jam Judge (1 edit) (+1)

Great entry! I did encounter some issues however which then also stopped me from playing through the game unfortunately.

First bug I encountered was by loading during having cooldown on my spear. The Cooldown will then get stuck, even in the loaded game. Once you restart the game, it fixes the bug.

The more severe issue was invisible walls. If I load the game I get invisible walls which I cannot pass anymore. There is this huge underwater room with the key at the top. You enter the room by jumping into a tile in the center of the room and going down. and then forward. However that was not possible anymore after reloading. I then replayed the game to the same point and it worked again. I saved, but died at a point later, reloaded, and now had a different invisible wall I couldnt pass. So basically load/save wasn't possible for me as it broke the game.

Submitted(+1)

I am almost certain that invisible walls appear (after reloading) only either where an enemy died or where a dead enemy appeared. Therefore I completed the game by saving only at points where I would not have to go back (starting with the first big underwater section I'd say there are 3 big sequences and I saved between those), I think if you really want to get to the end right now it's possible this way (and yes the game is totally amazing).

Jam Judge(+1)

Ah, alright! Yeah, now I see and understand your previous comment. Thanks! Will give it another try and try to avoid saving with dead enemies infront of me.

Developer

Hey @Kordanor, many thanks for playing our game. You're right, there seems to be a window where the cooldown mechanic locks up, thanks for pointing that out to us.

Sorry about the invisible walls bug, it was due to dead enemies leaving their tile blocked on reload after save. This caught a lot people out and was actually working until close to the end of the jam where we decided to try to remove dead enemy graphics, instead of just leaving them there, and we missed out a line of code to clear the tile (so annoying but mistakes are easy to make). This was our first attempt at a Load/Save feature and we did it because the game play was easily over an hour and we didn't want people to have to restart from the beginning each time. We've learned a lot about what works, and what doesn't work, doing this jam, which is great for our game development journey.

If you do get stuck again, and you're playing on Windows, we can edit your game save to fix it for you so you can continue. Feel free to DM @Arlorean on Discord for this.

We've already fixed this, and many other things pointed out to us (by people reviewing the game), for a post-jam update. Hopefully we might even go on to make a commercial version of this too (free Steam key for you of course Mr Judge😊).

Viewing comments 26 to 21 of 26 · Next page · Last page