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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 8 to 1 of 28 · Previous page · First page
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!

Viewing comments 8 to 1 of 28 · Previous page · First page