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A jam submission

The Nexus GraveView game page

Dungeon Crawler
Submitted by DamienDe — 9 hours, 44 minutes before the deadline
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The Nexus Grave's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#193.6283.628

Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
The game takes place in an ancient ruined city, which holds the key to stop a cosmic being from destroying the world.

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Comments

Viewing comments 38 to 19 of 38 · Next page · Last page
Submitted

I’m totally impressed by all the systems you’ve included in your engine here! This is far above average in sophistication, everything looks really cool, I like putting little points into attributes and skills, and you have some great writing (although there are some typos).

I think the combat system needs more thought. I’m putting aside that it’s trivially easy and that I’m not sure if proficiency skills do anything, as those are more matters of balance.

It could be good, but currently it’s a bit awkward to make changes on the fly. Maybe with skill hotkeys it would work better, like press 1 while the mouse is overlapping an enemy to use that skill? Left click always just being a basic attack for the weapon equipped? But the way it cycles through your characters also makes it more awkward to do ranged stuff, as you cycle to someone who’s still on melee and then can only step back in.

Also would like to see QE for turning. I’d like to implement an option for QE strafe in my own game for the people who like it though… maybe you would consider the same?

I couldn’t finish, got totally lost. It turns into a bit of an object hunt for the keys and keyholes. But I hope you keep iterating on this, as it’s a really good foundation.

Developer

Yeah, you are right, the battles are trivial right now, I just could not manage my time very well. I got lost in engine stuff and an over ambitious story (which got cut anyway). But thank you for playing and your nice comment.

Submitted

Well made game, and quite complex for a game jam entry!  The lighting and atmosphere were good.  It had a spooky, mysterious quality to it.  Combat had good, meaningful feedback, and did not feel unfair.  

The only thing I might have wished for was the ability to go back to base camp and gear up.  But this is a game jam after all...

Developer(+1)

Thank you for commenting. Going back to base camp was the main thing I wanted to have, like a hub area...but then time happened ;)

Submitted

Brilliant game. That checked every box for us for what a dungeon crawler should be. Multiple characters with inventories, pickups, equip-able items, skills, different attack types, health and mana. You have multiple puzzles, different biomes, verticality, steps (half height - is that legal @Zooperdan? - we don't care, we loved them), secret walls, pressure plates (activated by your character or items), wall buttons, keys, etc. Just excellent!!!

A-D Rotate, Q-E Strafe. OMG, why oh why did you do this? We nearly stopped playing straight away because of this, which would have been a travesty. Please, please, please use the same keys as every other game ever written (apart from this one).

The sound was good, perfect for pickups, combat music, ambient sound, enemy grunts. Very complete and served its purpose well. Feedback from these sounds for all actions was great to have.

The user interface was very good. Nice to have inventories for characters. We weren't sure how the Strength/Dexterity/Body/Mind stats affected things. We also didn't work out what AP stood for. If it's action points, what are they and how do they work? We kept trying to put pickups in the skills slots for some reason (well Dan did). It was nice to be able to see equipped items as green and save you having to create a separate UI for body slots, which was reasonable.

Combat ability slots weren't visible while you were in combat, or maybe if they stayed visible until you clicked a close button. It was off the screen so you couldn't tell what attack you were doing with which character while you were spamming the left click button. The weapons and skills clearly had some effect on combat but there wasn't enough time to make an informed decision about which weapon to use in each situation. Was there an ordering to our team members in terms of who got hit first? It was nice to have multiple enemy and be able to target them individually. The two step was still there though as you danced around doing an attack and then stepping back to avoid being hit and then attacking again. It wasn't clear how many hit points each enemy had in total, or remaining, so you couldn't make a tactical decision to one or the other. Health bars/numbers might have made combat more informed and engaging.

Although the graphics were clearly pixel based, they were very nicely done and self-consistent. The font was simple and used consistently throughout. It would be nice to see a devlog showing what artwork you created with AI and how you did it.

We played for 46 minutes but didn't finish it. We didn't want to stop, we really wanted to finish it but we ran out of time and had to move onto another game. This was a great sign though as had it not been a jam, we would have played it to the end. We did feel a bit lost at the end though so a map may have been good. although with the verticality it may have been hard to present and interpret. Level design overall was very, very good and interesting and engaging. We wanted to explore.

Well done for producing such a great jam game. We absolutely loved it.

Developer(+1)

Wow, I am flattered, what nice words an extensive review. Thank you very much :)
And yes, next time I will change the keyboard layout.

Submitted

A very polished game! I liked the environments and enjoyed the verticality of the game. Its impressive that you managed to add so many systems to the game! Really made for an enjoyable experience, good job!

Developer(+1)

Thank you for your nice words.

Submitted

I found a bow that said it was an exelent sword... it equiped as if it was melee, so I trust its identity :D Same went with sling that is awesome bow... that also equiped as melee weapon.

Such a huge map! Verticality, different places to explore... pressure plates, inventory, keys, skills and abilities (btw, staff profficiency costs 0 and you can spam it). Its great.

Speaking of keys. Found two keys. Two doors with keyholes. Can't seem to use any of the keys on any of the keyholes...

Got heart-brain, I guess something that I need to do with it is behind those doors. Don't know why I can't open them though :) Not sure about the plates with symbols either.

But everything is in there - its fun to play (even though mobs give too much exp, but better that than too little for a jam entry). Would love to finish, but I think I am stuck :(

Developer

Thank you for playing and the review. You are right about the inconsistencies, I just ran out of time, and then so many things fell of the wagon. I hope I can manage my time better next time.

Submitted

This is a very large game in dire, dire need of a map, or at least directions. The presentation is phenomenal, and the gameplay works great for the most part; moving felt a bit sticky, sometimes doing double turns without intending to.

Potions went largely unused as level ups happen incredibly frequently and they are free health restores.

I talked to a skeleton who told me to go north-east to find a brain. I went that way, found a heart, and past the barrier(?) he told me he undid was a dead end.

Didn't manage to finish it, but if you work on it in the future, if you include something to help the player from getting lost, it would be a great step up!

Developer

Thank you for commenting.
Yeah, I know...the map...it is a bit trickier to implement with the verticality in my game and I really had problems with the time. The heart is the brain, but I just used the wrong word. And the skeleton won´t do anything with it, as the player has to destroy the heart with the press in the west. Well it did not come together...again, I was pretty bad with the time I got.
I hope I can manage the time much better next year.

Submitted

There was a lot of content in this one. I played for about 40 minutes before giving up. Quite a bit of that due to the world being quite vast, with not map, and no clear direction of where I wanted to go.

First I didn’t at all understand the combat. I though those icons at the bottom was what I was supposed to click and it got really annoying when they auto hid. Then when I finally got it, the ability to dance around the enemies (even though it is confusing to me with turn on AD rather than QE) made taking damage almost optional.

The leveling up stats was nice, but also I feel like I got a lot of points to level up all the time to the point that even if I didn’t dance around, my characters were quite overpowered. And I was leveling up stats I was guessing I didn’t need just to spend the points.

The warning about the sword and not overwriting made me not pick up the one I passed by for fear of it causing some bug, but later when I started picking up armor I kind of understood what you meant. I think I only lost a few potions (that I didn’t need).

The level layout with different height levels was nice, but I think the area got a bit too large and confusing without any assistance in finding the way. And since the enemies at that point was no challenge it got a bit boring.

The skill leveling up was also neat. There were a whole lot of systems in the game! But also a bit confusing. Sometimes I leveled up a thing and everything turned blue. I don’t know why that was.

I also would have liked some clearer indication of when someone was ready to attack or not.

Playthrough: https://youtu.be/ZykhnsQezVA

Developer

Thank your for playing and the throughout review. Your are right with your points, I need a minimap, maybe some tutorial screens and the balancing was way of.
I ran out of time at the end, as I was focusing to hard on the engine and fixing all the bugs, the verticality brought with it.

I see now, that the standard for movement is like you described here. I was coming from a DOS era Doom point of view, were turing would be on Left/Right or A and D, but as I played so many entries now, I feel that turning with Q and E actually is the better way of doing things.

Submitted

What a polished entry! This was amazing!

I thought the UI was very well executed and looked great. It took me longer than I’d like to admit to realize I could spend my AP on skills. On the abilities side, magic proficiency is free, and I could spam that as much as I wanted.

I loved the story you created for this world and want to know more. The pixel art aesthetic was very well done, and I was impressed with the verticality and design of the map!

Excellently done!

Developer

I really have to look into the magic proficiency, that has to be a bug because of time constraints. I adjusted everything a final time in the last hours and made so many mistakes it seems :)

Thank you for the nice comment and playing the game.

Submitted

I couldn't be able to see through the game bcs of the reason i'll state later but i think this is the most complete and polished game of the jam despite it's bugs and flaws. Firstoff, i think that this has the best movement system of this game jam. It is very close to Legend of Grimrock's movement feeling. What i like the most about the movement in this game is when you hold w key player moves forward continiously but it snaps from tile to tile. It feels very smooth and snappy.

Inventory system works perfectly. It would be nicer if you could add an equipment window where you can drag the armors /weapons to the slots on your body there but this is good too. Level system also work great for a jam game. You can get new skills and spells. UI is very good. It looks nice and works well. Combat system i think is perfect. It is just like you expect from old school Dungeon Crawlers of 90's. 

I like the visual style of the game especially the textures. You successfuly created  atmosphere of an ancient necropolis.  Enemies are just  sprites with no animations but they look good. They don't stick out from the general artstyle of the game. It's a very good idea to make enemies with sprites in a 9 days jam. There's also a good variety of enemies with different difficulty levels.

I don't like very much the level design of the game. Level is branching too much and too frequently. In these kind of games it is very easy to get lost. There's a compass in the game but it doesn't help much navigating you way around. There needs to be an automap which shows the sectors i have been to in this kind of game. Verticality is a nice touch and executed well but i don't think it contributes too much to the game. It would be cool if you had designed the dungeons like an Escher Labyrinth, then it would mean something. I got stuck in the game like many others that posted comments here. Since it's difficult  to navigate through the map, you  keep drawing circles in the same places and it bores you after a while. I also tried to beat  the game for around 30-40 mins to no avail.

These are my general thoughts on your game. I really liked it despite it's flaws and it think it's one of the top contenders of this jam. Congrats for your hardwork and good luck!

Developer(+1)

Oh, thats some really nice word, thank you very much :)
And you are absolutely right, the map is just bad. I just did not have enough time. I was so hung up about having to integrate the verticality, that it overshadowed anything else. And yes, it does not really make the game better. I envisioned something like Dark Souls, where you open up short cuts and so on. Next year I will definitly have a mini map.

Submitted

FOR SIENCE!

I don't read texts. Sorry not sorry.

Eventually I figured out that you have to click on the BAG to get to inventory.

Mebbe that was explained to me in text that I didn't read.

Solidly built.

I killed a lot of things.

Good game.

Developer

I explained nothing ;)

Thank you for playing and commenting, I appreciate it.

Submitted

The game looks great! I loved the verticality of the map and the general pixel art aesthetic. The UI got a little confusing, but I think I worked it out in the end! I didn't end up finishing the game, and maybe clearer indications of how things can be interacted with would be nice.

Developer

Thank you for playing, and yes the map is confusing. It actually is more of an afterthought, as I was to deep in the engine stuff and had to fix sooo many bugs with collision, pathfinding etc.

Submitted

The effort is so palpable! 
The game feels complete and polished and exploring the map has a good sense of mystery, but the best part for me is the UI. everything is so nicely presented such as the character portraits and the button that turns on the light. Definitely a strong contender! 🤘

Developer(+1)

Thank you for commenting, I wish I had some of you ideas, as I should have had the dark god in my game talk to the player. About the UI, yeah I think that it is one of the stronger points, but kept me from improving on the map or dialog.

Submitted

I feel you. I think the fun part of game jamming is having to make those decisions on where you pool your effort. Everyone will pick different things to focus on. Your choice of strong UI definitely seems to contribute to the overall feeling of completeness, probably more than dialogue would. That's just my opinion though!

Submitted

Crushed that heart baby.

I feel like I lucked into the switch to enable to press (Though I didn't know what it was), and then spent the rest of time just mapping out the section after the teleporter. I did wonder what some of the raised plates were? They made a sound when I stood on them but they weren't pressure plates?

I enjoyed the juciness of the combat, I'm not exactly sure how the progression works but I was just wrecking entire groups of bad guys the whole time with relative ease, and because I explored a ton I had so many potions (Other than the ones I used to weight down some pressure plates) .

I liked the dark creepy under-mountain aesthetic with the depth fog and ominous heights of the cavern, I actually had a great time exploring the space but I would have liked a map or something so that I could keep track of where I'd been, it did take me quite a while (about 35-45 minutes or so) to find my way through the space and find the heart and everything, but I'm also quite bad at that kind of self directed space awareness.

My absolute favorite part about this entry is the verticaility. It added another level (pun intended) to the exploration, and the implementation of going up and down different heights of block was really well implemented and fluid. The level itself seems like it must have taken quite a bit of time to put together because there is a lot of different buildings and pathways and stuff!


Really well made entry, nice job :)

Developer

GLOAMINGHOLD!!! Can´t stop shouting the name...so awesome ;)
Thank you for playing and the extensive comment, I really appreciate that. The plates with the sound effect are either HP or Mana healing pads. And the verticality made everything so full of bugs, that I did not have much time for the level at all. Next year I will be better prepared and will not make the same mistakes and will make a better level, with a minimap :)

Submitted

It was a great game. I enjoyed the character upgrades. Being able to verticality was nice, and the variety of environments was fun. However, the map was complicated and I got lost a lot. I need minimap!

Developer

Thank you for commenting and playing. Next year I will have a minimap or I won´t jam ;)

Submitted

The interface and UI is great, but I didn't manage to get far.
I found the Skeleton asking me to get the brain, but I couldn't find a route to the North East.
There was a charred piece of wood or something, but I didn't find anything to use on it.
And I assume based on some sections that I should be able to smash rocks eventually.
After running in circles for a bit trying to find a lead, I called it quits.
The only thing I wasn't a fan of was the inverted turning/strafing keys.
Playthrough: The Nexus Graves Pt1 by DamienDe

Developer

Thanks for the comment and yes I need an auto map or a better designed level. Next time I will allocate more time to the map instead of engine stuff. The charred piece was supposed to be a press, don´t ask me, why I used that texture. If activated by a switch somewhere else, it would move up and down and make a stomping sound.

Submitted

I really enjoyed playing the nexus grave. the ui (especially inventory system and levelling) was the star for me. very elegantly solved. on i side note i tried to pick up the first mushroom i saw for like a couple of minutes until i realized that you can't ;-) an option to disable the fog would have been nice. for me personally, i would like to disable it because my orientation sense is not great and seeing less of the level doesn't help it. i also had a hard time finding the stairs when on a platform above it. you can't see them from a distance. i played for over half an hour and sadly had to stop on a bug. the cursor was spinning endlessly as a sandclock and i could not fight anymore. i could reproduce this bug. if you spam the attack button a lot it keeps happening. aside the remarks, this is a very, very well made dungeon crawler

Developer(+1)

Interesting catch with the spinning timer, I have to check that one out. Maybe it occured with the mage and his spell. If you don´t have any mana left, you would have to manually select another character (yeah I know, stupid, but time constrains etc.)

And you are right about the stairs, I have to find a better solution for that.

I appreciate your kind words and thanks for playing the game.

Submitted

oh I think you could be right with the Mana. Gonna check!

Submitted

I destroyed the heart of the broken god Rysa-Da-Kun.

Too bad I reloaded my save game for no reason at some point (and maybe the press stays activated after you reload and that's not even linked), the game took me an indecent amount of time for this only reason and because I'm dumb, I did not realise that what the button with the buzzing sound did was activating the press and then I could not find the press again for like 2 hours because I did not realise it could be sometimes deactivated and then you would not see it. I mapped the game after that, cool map by the way. On a last resort I restarted a new game, when I pressed the button this time it clicked ( ;) ), I immediately understood and I completed the game in like 5 minutes as I had the map.

The game is very good. Scope is quite above average and I always love your maps, with the verticality. The UI and controls are perfect, the game is smooth and pleasant to control and the UI is detailed. I like that you've got a stat system. Combat is pleasant due to how well it controls, specially the visuals indicating what enemy you're going to target. The art is nice and consistent. One thing I notably like is the structure of the dungeon, some big non-linear area where you don't need to do one thing to do another thing. I like finding better items ;) . Main quest is good.

Perhaps overall the combat could be slightly harder at least at some points. Also since I mentioned the opposite at least for another game I'll be fair if I say the bestiary could probably be slightly more horror and slightly less traditional fantasy as you vaguely hint about demonic, horror things. There's a bug here and there but none that matters. I realise I listed several points but they're all pretty unimportant, every part of the game is pretty competently made.

Excellent entry, thanks for sharing.

Developer

Oh my...what a nice an extensive comment. Thank you for playing the game and all the pointers you give in this detailed review. I wish I had more time or maybe better time management, as I wanted do make quite a different game. I wanted to have a hub area, where you could rest an aquire weapons etc.
There are bugs galore in there, as seen by some of the other comments. But comments like yours make me a little bit prouder, of what I made there. Thank you for that :)

Submitted

First off I have to say this is VERY impressive!

The art was great, the multi-party levelling was great (though a bit broken in places because I was able to get the magic proficiency to 100 for free because it cost 0 AP but it also seems like it didn't do anything?), the variety of abilities was great, the variety of enemies was great, and the level of verticality was awesome! This was so great in so many ways for a jam game that it was even more depressing when I got COMPLETELY. F$%@ING. LOST.

I feel like I scoured almost every inch of the level and found some really neat details. But it felt like I was stumbling into random cool looking environments, buttons and items that seemed completely disconnected. I found a key, and I found a keyhole, but the key didn't work. I talked to the skeleton, looked for the brain but only found a heart, spoke to skeleton and he didn't want it. I found a bunch of pressure plates or what seemed like teleport pads? The plates with the kinda cross-like symbol on them, one made a weird magical whirring sound when I stood on it but nothing happened.

So sadly after about 40-50 minutes I jsut had to throw the towel in. I loved what I did play, but I don't even know how close I made it to the end.

Aside from that, the only issues I had were mostly minor.

The movement controls were weird for me. I'm personally so used to WASD for movement and QE for turning that I constantly kept confusing myself.

It took me a couple fights to understand  the combat flow, and was confused when the wizard couldn't attack a couple times. But I quickly learned it.

There were some typos here and there but nothing major.

Overall, awesome work with a lot of polish, just needs a lot more signposting,

Great job!

Developer(+1)

Thank you for playing and commenting.

And yes, you have absolutely valid points. The map is just not good, as it was the part I invested the least time in. Big mistake!

There are two keyholes in the map, they are pretty close together. I should have color coded them or something. The cross plates are HP or mana healing tiles. And the skeleton talked about the heart, but I stupidly typed brain. And then he won´t react at all, because you are supposed to destroy the heart with the press in the north west of the map. And you have to activate the press first. So much hassel to go through. Next time I will pay much more attention to signposting, giving out hints etc.

The QE turning stuff seems to be the default for most games, I am just used to do it the other way around, next year I will succumb to the standard way of doing things ;)

Submitted

Oh I don't think I ever even saw the second keyhole lol. Ok the press I did find, but I honestly thought it was an obstacle, and yeah I can see how the brain/heart typo can happen when devving in a rush. The health and mana plates kinda make sense then, but I don't think I ever saw a message explaining that? I like the fact they exist though because I did worry at points about running out of mana. Eventually I just kinda relied on refilling mana by levelling up lol!

I've struggled with level design for pretty much all my games outside of the extremely linear ones so I feel your pain. I think the map is at least interesting, which is half the battle of making a good level imo. I did read your reasoning in another comment for not making an in-game map, but tbh I think even a basic top-down view (even if it shows just the rooftops and alleyways) would help in determining how far North/South/East/West the player is. The jams a learning experience though, and I imagine all the feedback has provided a lot to re-examine on the level design.

You could make the turning an option, I noticed at least one other game used the same control scheme so you're certainly not alone in that regard.

Submitted

This is fantastic. The art looks great and fits together. The controls are smooth (Although I would prefer to swap QE/AD). Music is atmospheric. There are such nice little touches, like outlining when hovering over someone. The systems seem well implemented. Couple UI things: It would be nice if you could just drop an item on the character you want to hold it, rather than having to go into their inventory. It would also be nice if when you press ESC all the open windows close. It looks like you wrote this engine yourself, which is nuts. I am amazed. It would be nice if the UI showed how long you have to wait for a character to act, like an ATB bar or something. Really a phenomenal entry.

Developer

Thanks for the kind words :)

You are right with your suggestions. The item dropping, without clicking on the bag should be in there and I wanted to have an ATB bar, I just did not have enough time. And that is because of the engine. Doing these things yourself takes so much time, even in a little sh*ty engine like mine ;)
Next year I will try something less ambitious in terms of graphics and contenrate more of my time on the systems and the map layout.

Submitted

Looks and played great. Took me a minute to figure out the combat but once it clicked it was no problem. Also really enjoyed the sound effects. 


Good work!

Developer

Thanks for the nice comment.

Viewing comments 38 to 19 of 38 · Next page · Last page