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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 20 to 1 of 28 · Previous page · First page
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.

Submitted(+1)

The presentation from the start is really well done here. Lovely menus and interactions with them. The font choice is nice too. The graphics were very self-consistent in-game with the skeletons, bombs and scenery blocks. Animations on the Skeletons were nice. 

The visual and audio feedback on actions like breaking the walls and setting off bombs was excellent, and very satisfying. The gameplay and strategy of when and where to place the bombs was engaging and made it fun to play.

The feedback on combat wasn't there the same way. It wasn't clear when we'd hit something or when they'd hit us. The health bar was very granular with just a number of hearts/lives and each hit removed one. This made the combat overly simplistic and not as satisfying.

We destroyed a lot of blocks and picked up a lot of elements but didn't see an inventory, other than the collected pieces at the top. Was there a reason we were collecting sand/etc.? We didn't really know what we were doing until we found one of the keystones and it took us a long time to find the first one so we weren't sure we actually playing the game properly for a long time.

Nice touch with the Zooperdans and Dungeon Crawler posters in the first room! The voiceovers seemed to work quite well too and is unusual for a jam entry in our experience. These rounded out the game experience for us. Well done on an excellent entry!

Developer(+1)

Thank you for your extensive comments and evaluation!

Thanks for the feedback on the combat part, it will be one thing I will change and make better after the jam for sure. 

Inventory wise there isn't really any for what you pick up except the special crystals. I made the pick ups before deciding where I wanted the game to go. At the end I decided to only use the special crystals as a mission, but decided to keep the other materials since it kinda felt rewarding just to pick them up. I hoped it would make the game more fun to keep it than to just remove them.

Also nice that you appreciated the fan art...  :)

Thanks again for the comment, it sure helps!

Submitted(+1)

Loved the movedment and the destructable envoirment! But  I really couldn't find the key stones, I spent quite a bit of time bombing all over the place but I don't know I just found one :')

Developer

No worries. Thanks for playing the game!

Submitted(+1)

Controls feel great. I love that you can dig through almost anything. Combat feels fine. The models are a bit crude but they work. I love that you have voice acting for running commentary. Nice work.

Developer

Thank you!

Submitted(+1)

The map really seems a bit large, but then again it needs to be a bit on the larger size to support the digging. And what a nice idea that is. Have we ever had an entry before, where you could change the level so much? The voice overs are a nice touch and makes the character feel much cooler :)
Nice and smooth and I really liked the graphic. Thumbs up!

Developer

Thank you for that great comment! I'm really glad you liked the concept. So far of the games I played "The Miner" is another game that is similar in the ability to transform the level. Nice that you liked the voice over. Thanks!

Submitted(+1)

I liked the game. It got a bit too much running around trying digging everywhere. Since the back walls had some maze like properties, at first I dug a lap around the outer perimeter trying to find a way out that way. Then when I was more or less done with that quest I found the statue and the real quest.

I think for me it was a little too much digging around to find the things. One way could have been to make the game smaller, another might have been to give the player some indication of how far away they are from the closest stone/crystal thing and keeping the level. Or giving direction. The crystals could be humming. The hammer might have some indicator on it. Or it could be a UI feature.

It was very satisfying when I managed to chain several bombers in a row.

I’m also very happy that death was not the end of things.

It would hav been very nice if I could have trashed the initial room too btw.

Developer

Thank for the comment.

Indicator for when close to the crystals is a great idea, I consider implementing that in some way. Also the area is a bit to large I agree, Ill take a look into making it smaller later. I'm glad you liked the linking of bombs, I was quite satisfied with that feature. The level layout was smashed out in a day to make the game playable, I would like to have had more time to scope it better and make it more coherent with the rest of the game. Trashing the initial room is an interesting idea. Thanks

Submitted(+1)

The starting room was really cool and opening up into a cave with monsters was unexpected in a good way. I thought at first the digging was a little repetitive, and it was, but once I started chaining bombs together to kill other bomb enemies, the explosions got pretty chaotic and fun. It took a while to find all the gems, I think the dungeon could have benefited by being smaller.

Developer

Thanks for trying out the game. And glad you liked it.

I did the layout for the dungeon the last day and had to put something together in a bit of a haste. Did not have much time to scope it correctly I guess. I did intend to have more types of enemies, and maybe then the size would have made more sense. The original size of the dungeon actually was 1/4 or the current, but I increased it because I figured it would be to small, maybe I should have kept it. When you figure out where the gems are actually located you should be able to find the rest faster. There is also a map in the game which I don't think anyone found yet.

I really appreciate your comment, thank you!

Submitted(+1)

Nice! Dungeon Crawler Mincraft/Bomberman! :D
I like the concept; I struggled with some of the same things others mentioned, such as the lack of telegraph and visual feedback on skeleton attacks, having trouble finding the objectives, etc. Good submission, though; definitely brings a unique perspective!

Submitted(+1)

Played for around 30 min, and it would clearly take me longer than 50 to finish the task of finding 4 items or something(I only found one). The combat is not hard if you get used to it, just dont get hit(the skeleton guys hit very fast, so stay away). Bombs are op and clearly should be nerfed, I mean there is no reason to not just spam bombs everywhere, I think they should destroy loot at least partially or something to balance them.

After 30 min it got too repetitive for my tastes so I didnt finish it, but still 4/5

Developer

Thanks for playing. I increased the expected gameplay time. I did a playthrough knowing the layout and it took me about 9min so I also included n estimate for subsequent playthroughs.
The game was intended to be played using the bombs making it a bit of a mess of the dungeon and opening up areas, transforming the level, but maybe I could make some tweaks to them, maybe have less of them drop or something. Sad you RUG away from completing the game, I am fairly satisfied with the ending part. Anyway big thanks for your feedback!

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