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A jam submission

Dungeon of DreamsView game page

Submitted by wolfheat — 3 hours, 4 minutes before the deadline
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Dungeon of Dreams's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#523.1473.147

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
The games main theme is an exploration of the mind of individuals consumed by their pursuits. This experience is devoid of any human interaction. This is in line with the theme of Solitude. There is also some parts that fits the ancient architecture/ruins theme. The game also features a "ground breaking" feeling of an endless area to explore, though I did make an end to it.

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Comments

Viewing comments 28 to 9 of 28 · Next page · Last page
Submitted(+1)

Sadly I couldn't finish your game, but I spent a good hour on it.

I really liked how satisfying and addictive breaking walls feels,  just like in Minecraft. In fact, that's mainly what motivated me to "try one more time" the dozens and dozens of times I died. I'm not such a fan of the bombs insta-killing you, especially when it happens in your back and you're somewhere that looks interesting but you're not sure how to get back where you are. I think it might have been fair if the bombs only removed 3 of your life points or so, especially because the dungeon is a bit too big. 

I tried to methodically break as many walls as I could, but I couldn't find even one of the four shards that appear at the top right of the screen. Are you supposed to craft them from the different types of soil you collect? I had 7 life points when I had to quit and was surprised I didn't stumble on one.

I also liked how polished and clean everything feels, and how fluid movement is. That room in the beginning with references to your previous games is super cool, too! I had a good time but sadly had to give up since I didn't understand how to make much progress despite exploring what I think is a vast portion of the map ☹️

Submitted(+1)

The game plays very fast, which is great because the dungeon is huge! :D

I used the map on the game page because otherwise it was just unplayable for me; I had no idea where to go or what to do, at first I thought it was just an endlessly procedural mineable dungeon. But then what I thought was the bedrock border was actually a maze and it opened up to a new area. That's the point where I gave up and I looked up what to do. Didn't even find the statue room before that lol.

Combat felt a bit bland, the hammer attacks very rapidly so the skellybois die quickly. Exploding bombs are also easy to get rid of, they take a long time to explode. I never felt threatened while playing this game and lost only a few hearts over my entire playthrough. Explosions are nice, especially when you get a chain reaction from multiple bombers :D also I loved the details and easter eggs in the starter room!

All in all it's a solid game but it misses some more fun gameplay elements, I think. It's quite hard to say what those would be, though, but it probably has to be something that works well with the bombermining.

Anyways, good job! :D

Developer

Thanks for the comment!

I've made some adjustments to the combat for the post jam release, but it actually makes it more fluent and easier. I also increased the power of the powerups to slice through stuff faster. I think my intention for the combat was more to make it an enjoyful experience rather than tough. 

I did also open up the path to the altar so its the first thing the player see when exiting the room. I have not added any better map though, and I'm not sure I want to. Have to think some more about that. I did make it so the minerals you pick up are collected and fills up a meter, which when full makes one crystal visible through the walls as a new feature. This will make sure the player does not have to play forever to find them and complete the game. 

The game consists of four main areas which is not that much different, these are now made in to distinguishable biomes which I hope will make it more interesting to play. I'm not sure the game is more fun to play, but its funny how organic the game dev process is. Some changes you make into the project is easy to reject and remove, and some of them becomes like concrete and becomes like a foundation that defines it.

Thanks again for the nice comment!

Submitted(+1)

Let me guess, you played way too much Minecraft?

Dungeon had nice placement.  Enemies were in good positions.  The maze structure was great.  I'm guessing it was hand made and not procedurally generated.  Not sure what you had in mind for the collected items, perhaps some kind of crafting?  Movement and mining were fast and snappy, so the game never got tedious.  Though I did take a look at the map to get the progress more quickly.

Graphics, animations, musics and sounds effects were all well done.  I appreciated the little touches in the bedroom.  Only criticism would be to remove the AI voices.  I don't think they added anything of real merit to your project.  Retro games have no reason to require voice acting, text is more than sufficient.

Overall, it was very enjoyable.

Developer (1 edit) (+1)

Thanks for the comment. 
I did not make it procedural generated this year. I think that is a bit overrated and hard to get right. So I think I will only go for that for games that need more variety and many playthroughs of same level, Which should only be a certain types of games.

I take your input on the speech into consideration. I do like how it turned out, and I have had comments about people that liked it. There were some other games in the jam that use voice acting with various results and I think it can work. The genre might be coming from the retro world, but far from all games in this category fits into the retro genre I think.

I've started to work on the post jam update and the collecting of minerals now fills up a bar that eventually unlocks the ability to find the crystals through the walls.

Thanks for playing!

Submitted(+1)

This was a fun game, I enjoyed the destructible wall mechanics and thought they were implemented and used well. Combat was a little difficult due to the low initial health and lack of a windup to enemy attacks, so they're able to attack as soon as the player strafes around a corner. Voice acting was a nice touch and helped me avoid a death. Overall a very cool entry and I hope to make a dungeon crawler with destructible environments too some time.

Developer(+1)

Thanks for playing and liking the game!

In post jam version combat has been made more fluent and easier to move without colliding with enemies and easier to hit them. Enemy skeleton animations have been made a bit slower with more visuals showing them starting to hit player as well as getting staggered by player hitting them.

Submitted

A very good game! I enjoyed the wall destroying mechanic. Having most the gameplay revolve around it was quite a cool choice! Was struggling to find the crystals for a while, but did eventually notice the rug. Good job!

Developer(+1)

Thank you for playing the game. Nice that you completed it as well and got to see the end. I have started to make some updates for the post jam release. I think it will be great!

Submitted(+1)

Very different to the other dungeon crawlers I've played this jam.  I thought the bedroom looked great with lots of cool details to it and the voiceover AI sounded great too.  Took quite a while of popping blocks to find 1 of the puzzle pieces and I played a further 30 plus minutes trying to find another piece but didn't find one.   The bomb mechanics and the enemies where good fun.  I think if this had more Bomberman like game mechanics and less Minecraft mining game mechanics I think players could get through the blocks and find the puzzle pieces faster.  Would be cool to see waves of flames instead of a smaller explosion area.  Great fun either way and had a literal blast playing it.  Good stuff, unique jam idea!  

Developer(+1)

Thank you! I did want to try to create something different. That is always a gamble but it can pay out, and also it is fun to try new stuff. I do think this games strong points is the duality in both bombs and hammer. I might try to adjust these parts impact though. I actually had the explosions as one large one to begin with but tries this instead cause it would be more clear to the player which tiles were affected.

Submitted(+1)

It took me a few minutes to figure out how to get out of the room as I clicked on everything.  Reminded me of Minecraft with the digging and picking up of materials. The swinging of the hammer on the walls felt smooth. It was hard to tell if I was hitting enemies or when the skeleton would hit me and I would end up dead when I thought I hit him first. Also wasn't expecting to use the bomb and not be able to move and ended up dead there as well lol. Fun concept!

Developer

Well its a known method to trap the player in a small space and have the options few until player learns some basic mechanics, and that is kinda what I did here. Like you can interact with some items to pick them up and you can destroy walls. I might have had a bomb there as well but it kinda felt like you would blow up yourself so I took it away.

Submitted(+2)

It took me entirely too long to pick up the sledgehammer.

Then I played minecraft.

Then I died to skeletons.

Good game.

Developer

I am glad you did! :)

Submitted(+1)

"It's time to get out."

In the beginning I died to skeletons a few times and restarted each time, I would have liked to win without dying but the first time a bomb exploded at my face I actually clicked on Revive and eventually clicked on Revive thrice during this last, successful run because the game is so big. That would be my only minor grip, the level could have been smaller. The difficulty is overall well balanced I think, you'll find enough heart, the enemies are just enough of a threat and it's perfectly fine that bombs kill you in one hit, but I could not see myself restarting when dying anymore when I realised how big the dungeon was while reviving feels a bit unsatisfying.

They're a lot of things to like in the game. Any game with interactive environments is laudable, and breaking walls is a specially satisfying kind of interaction. The game controls pretty well, movement feels good and the mining gameplay is pretty cool as you get to free plenty of enemies and are looking for actual goals. It's just easy enough not to get hit by a skeleton that you get hit once in a while, the bomb gameplay is fun and the bomb enemy particularly cool, bomb enemies killing the other enemies is fun and I really like the chain reactions, sometimes I wished the radius of explosion was one tile bigger so there are more chances of chain reactions. With plenty of enemies you always feel like something's happening, the dungeon never really feels empty. The ending sequence concludes the game well enough.

This is a pretty cool and original entry, thanks for sharing.

Developer(+1)

Thank you for your nice comment!

Its hardcore to try to play it without dying, but I think I can do it since I know the game so well by now. If you try to speed run it I think its possible to do in 5min.

The interactive environment seems to have been a hit. I will take that with me for sure. I do need some more clear objectives and some polish on the level and combat. Chain reactions seems to have been interesting and fun for players as well, Ill look into expanding that maybe.

Thanks!

Submitted(+1)

Well this was really neat, I don't think I've ever seen a dungeon crawler where almost all the walls are destructable!

The mining felt good, movement was nice and quick, I loved the various items and powerups especially the speed boost. Also I liked how the material on the blocks looked when cracking.

The AI voicework was nice, as were all the sound effects and music.

I liked the little details like the mushrooms and roots spread around occasionally. And as someone else who also plugged their other games in their entry this year, I love the posters in the bedroom! And I also liked the credits, I don't know why exactly but it gives a nice feeling of closure when they exist in a jam game.

The only major issue I ran into is that navigation felt very confusing. Like aside from running into the obsidian blocks or the hallway to the bedroom or statue room there were no clear landmarks. Well, I guess there was actually the the four pillars around each piece but those are pretty far into the blocks. I just resorted to clear cutting as much as I could.

Beyond that, I would've liked if the skeleton enemies lost their collision immediately after dying like the bombs. Because often I would be mining a line with the speed boost and I'd instantly kill the skeleton, but then there'd be 2 seconds or so where I watch its slow death animation and can't move forward.

I also thought the hammer animation and hit feedback when attacking enemies wasn't great. But I also don't think that was the focus of this game, and I'm not one to really judge in that regard lol.

Overall, I enjoyed it, good work!

Developer(+1)

Thank you for that nice feedback! I sure appreciate it!

Power ups seems to viewed differently between players. I'm fairly sure I will make them more OP after the jam, just you wait...

The mushrooms and roots was my little computer decorating skill come to life... They are placed at random so each playthrough should feel different (if you only go to look for the mushrooms an roots that is ;) Nice that you liked the posters. I was not sure how well it would do in the game, but I thought it was a neat idea.  Also nice that you appreciated the credits, I am fairly satisfied with them if I may say. Also it meant you completed the game which give you a gold star *

I am aware of the dungeon being hard to navigate and the objectives in the game. But somehow I regard that as a good outcome, cause those things I can easily fix post jam. I would be more worried if the game in general was not fun to play, of totally broken.

Your suggestion to have skellies lose colliders directly will certainly be implemented. Some better hammer animation will come as well. I used to have same animation to hit blocks and enemies, and I think I should have kept that or made a better one, hmm.

Thanks!

Submitted (7 edits) (+1)

I had about the same experience as everyone else. 
The game feel of the hammer and smashing the rocks is very well done and satisfying.

But yeah, trouble navigating the big environment, even after looking up the RUG solution.
I'm also not sure if one of the shards bugged out, cuz I picked up two but only one was highlighted,

And I didn't find there was much need for planting bombs as they were too slow to be effective.  Main strategy was to lure an enemy and kill it before it finished it's walk cycle.  Or rush past before they had a chance to strike.

Playthrough: Dungeon of Dreams Pt1 by wolfheat

Developer

Thanks for the comment!

I don't think there should be a bug in the crystals. You are the first one noticing this. Don't think it happened to anyone else. The game is not saved so if you picked one up and then went to the menu and started the first one is gone. The cryslas look similar to the stones so maybe you picked up one of those, not sure. Will dig deeper into this and see what I find.

Submitted

It's possible.  Maybe I double backed on the same location.
Or it could just be that it didn't light up, but it would have gone on the pedestal fine,
I didn't try it though.  This was before I knew each Gem had their own stand, so I thought I needed all 4 of them before I could set them in place.
The first video is up.  Second shouldn't be much longer.

Developer

Thanks!

Yeah I did not make it clear that each crystal had its place. I guessed people would try them all and understand that it represents the same quadrant they found it in. Should have made them in different colors or had a label maybe.

Submitted(+1)

Just played this and I enjoyed it! It's a bit tight and hard to navigate even with the map to be honest, the different wall textures/colors don't help all that much in orienteering until you're a ways into the game and know to recognize them.

I was glad for the no progress loss on death, as enemies are very punishing. The game essentially expects you to wait for them to walk near you so you can spam attack, otherwise if you walk to them they attack way too fast for you to win. Which either option is a bit of a pace-breaker.

Controls feel nice and tight, though I've had a few deaths due to QE being turn, a remap between AD and QE would have been welcome. But I admit that's more of a me issue.

I don't think the speed upgrade really helps much considering the mining speed is already quite fast, but it is funny to just instantly eat away at a wall so this isn't a complaint, just an observation.

That all out of the way, this was competently made! A worthy entry into the jam, you should feel proud :)

Developer (1 edit)

Thanks for the feedback!

I feel a bit sad that the navigation and crystals have been so hard for people to find. I could have made it so much easier by just making a few changes to the game that would only take a minute, but I am not allowed. Like making the sections into islands, or changing the colors of the tiles into a cross that aims for the middle etc.

I know whats causing this enemy feedback thing that people express, but I haven't shared that with you so far. So the thing is the enemies cant attack when they are moving, if they reach a tile they might start to attack or find a way to get close to the player. When an enemy move it places a marker on the next square so no other unit can get there and it starts to move towards it. The player cant move to this square since the enemy has claimed it an he can not hit the enemy before it passes over to the tile, so there is a short time where player has to wait for the enemy to reach that tile which makes a hickup of the attacking. I think the easiest way to solve this is to allow the player to hit the enemy as soon as it attacks the claimed tile, even though it would give the player some more advantage.

The enemy attack not being easy to spot was a thing I tried to solve by adding a sound before the attack happens, but it seems like this sound is not noticed and to vague. So I will change this to have a longer animation for the enemy so the player clearly can se it swing an attack.

The swap of QE is certainly a feature I can add, thought of doing it but never had the time to do it. And as far as other games in the jam, few have.

The speed upgrade may not be super over powered, but I think it helps. From the game play of other players it seems they don't really take use of enough though. It increases the attack speed also so you can use it to smash through enemies as well. I might try some tweaks for it though to see how it feels.

Thanks for all the feedback, it sure helps!

Submitted(+1)

Bomberman meets Minecraft is very cool concept. I echo what the other players have commented that it just needs a little more to help it along and add some variety.

The destruction is excellent, and creates a great foundation for developing this further. Some additional block varieties / biomes would be great. I would love a little more varied lighting too, I think it would really bring the space to life. 

I enjoyed having to think about approaching the combat to not get blown up or trapped, and some telegraphing to the skeletons will help make it a bit more snappy.

Thank you.

Developer(+1)

Thanks for the comment!

I got a bunch of stuff to add and fix after the jam and I think it will fix most of these issues. I'll make those skellies snappy like hell.

I do agree on the lighting, it could be better. I have to delve deeper into how to make better lighting for sure, that's something I will have use for in every project.

Thanks!

Submitted(+1)

I like the terrain destruction idea for the game, the bomb enemies and having bombs as an alt fire was fun to interact with! For what was in the game at this stage, having no directions made it tedious to reach the objective stones, but a minimap would have been overkill. Having landmarks would have made it nicer to explore. I found it easier to know where I was after finding the long tunnels I had left behind. I didn't feel like I could follow the story at all, but the gameplay concept is solid!

Developer

Thanks for the comment!

I got some thought on how to improve the game as a post jam release. I'm using all your feedback to come up with a good scope! Thank you!

Submitted(+1)

The game was unfortunately too unstable on my machine to finish, but what I could play seemed pretty good. The destructible-environment-based exploration was pretty fun, and the enemies worked well within that premise. The graphics were also pretty decent.

Video of my partial playthrough here:

Developer

Thanks for playing the game and recording it. Its invaluable information for me. I am amazed you had a go of it four times.

I am prob on a high end system so many bugs and stability issues I were not aware of. On both your and Captain Coder video the light flickers which is how the game run when I run it from unity editor but not after building the game on my machine. I thought it was an error that would go away for everyone in the build, but apparently not.

I liked that you got the hang of the games and started to use some strategy after a while. Utilizing the bombs more and chaining events.

Thanks again!

Submitted(+1)

I'll note that I have a fairly high-end machine as well — there are just some odd distinctions between drivers and hardware that can cause funky issues, and my system hasn't been the most stable lately so I didn't really include the crashes in my scoring.

Developer

Ok, even more interesting. You have trouble with mostly Unity games or all sorts? What graphics card do you use if I may ask?

Submitted

I have a 3090 Ti - I think the issue is just that I need to tweak my BIOS RAM settings.

Developer

well you got a newer and better GPU than me and Im able to run 4 screens and all jam games on it. I do have issues with lag when screen recording though.

Submitted(+1)

This game was solid! I enjoyed being able to rampage my way through walls and enemies. I wish the RUG had been more obvious. I feel I would have preferred a minimap / an item I could look at in the dungeon (maybe that would be too easy)?

My only real critique of this game is that it is a little too long for the content that was there. Perhaps having each quadrant have a theme / different enemies would have kept it interesting. By the time I figured out what I was supposed to do, it felt like a chore rather than a joy to repeat it 2 more times.

If you’d like to watch my full play through, you can find it here: https://www.twitch.tv/videos/2110888610?t=01h12m25s

Developer (1 edit)

Thanks for playing and giving feedback!

I have watched your stream now and it was very interesting to see someone play it. I think so far you all nailed it as the level being to large as my scope issue. 

I consciously rejected having a mini map in this jam cause I wanted some kind of disorientation, but I think that it did not turn out the best. I still think I don't need the map, but it would have been better to have some kind of indicator of distance to the crystals. I also intended it to be 4 different biomes with different action and enemies, but did not have time to implement that and instead it got a bit to repetitive. The map I planned to place at the wall as a painting , but got the "bright" idea to place it on the rug as an Easter egg. Maybe fun but not that clever.

The flickering of the light does not happen on my machine, don't know if its a high end/low end issue or not. I did have it happen when running the game from unity editor, but not in the builds. So I didn't it would be an issue.

EDIT: I have found the issue of the flickering. For some reason having the light as a child to the player removes the flicker. I had it so the camera was a separate object that set its position to the same as the player and when doing this for some reason it generated the flicker.

Thanks!

Submitted (1 edit) (+1)

"Watch out!"

This game is very goofy in a good way! I really liked the destructible envoriment and voice acting (even though it was AI, it was spot on and funny). 

I completed this game and my only con is that it was very unclear where i supposed to go. Good for me that  i guessed right about stones placement.

Also you can pick up stones, but you can't do anything with them, i guess it just not finished mechanic.

Overall it was fun just lurking and destroy everything,

Developer

Thanks for your comment! I'm happy that you completed the game, even without the hint. Seems like it takes some time for players to find the crystals. The soil and stones are not used for anything, but it felt good picking them up so I kept them in the game. Might implement some use for them later.

Submitted (1 edit) (+1)

I like the bomberman/minecraft style gameplay meshed into dungeon crawler mechanics. It's great that you try something out of the usual formula. It feels very good to break the walls with a sledgehammer :)  Beginning sequence and voice acting is very cool. Enemies look cute. I didn't find combat very intuitive but it's fine nevertheless. 

What didn't  work for me in the game is that the dungeon is too big and there's no information or hint on where to go. When i don't know where to go next  i feel like i'm running in circles and it tires me up quickly.

With all criticisms and nitpickings aside i think basisc gameplay works well it just need some more stuff to make it more enjoyable which is tough to do in 9 days. 

Developer(+1)

Thanks for your verdict!

I think I will add more hints and directions after the jam to make the mission more clear to the player. Also the size of the level is a bit to large I agree. Did put it all together the last day of the jam, so had some issues getting the scope correct.

Submitted(+1)

This felt like playing dungeon crawler Bomberman (in a good way). Safe to say, I liked the game's mechanic, although combat with skellies was a bit iffy. But it became easier once I got a few health upgrades. Good graphics for the type of game it wants to be, the bombs and digging were very satisfying.

But I, like others, could not find any of the crystals needed. I checked the map in the bedroom and I swear I dug in the right direction and blew up/mined half that quadrant but couldn't find anything. I eventually called it quits, but I really had fun for a while there with the digging and chaining bombs and using bomb mobs to clear walls.

Developer (1 edit)

Thanks for the feedback. And glad to hear about the things you liked about the game. Also a bit sad that nobody finds the crystals and are able to see the end part of the game.

Viewing comments 28 to 9 of 28 · Next page · Last page