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A jam submission

DuatView game page

Egyptian themed dungeon crawler made for the dungeon crawler game jam 2024
Submitted by ColdEmber, Tutas (@tutasmaster) — 6 hours, 46 minutes before the deadline
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Duat's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#153.6743.674

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

Theme incorporation
The themes inspired us to use Egyptian Mythology. Every day, the sun God fight the dark/Chaos God Apophis.

In this game you play the sun God daughters, trying to restore this endless cycle, before it's too late.

Apophis is also the god of Dark/Night/Space and the last level is space like, with a fight against it.

The levels features ruins, but that's a bit easy.

Finally, Egyptian myths are probably one of the main inspiration for the Chtulu mythos.

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Comments

Viewing comments 20 to 1 of 39 · Previous page · First page
Submitted

Great job all around. Combat reminded of persona a bit, each character had multiple options during combat and everything was nice and snappy, from movement to combat. I loved the Egyptian theme as well, and the final encounter looming over the last dungeon as you go through was a good touch.

Awesome!

Developer(+1)

Thanks for playing! I got inspired by Persona for the UI, tried to replicate a few of their tricks for UI. Glad you have noticed!

Submitted(+1)

Ooh, this is great!  I really dig the Persona-like combat GUI.  The combat system felt pretty interesting, with all of the main attributes of a solid JRPG.  I appreciate the hand-crafted map, which had well placed points of interest.

Submitted

Really great all-around entry!  Combat is nice, snappy, and flashy, I like it!  Characters looked great, I loved the mummy.  I played through to the end and enjoyed it the whole time, didn't get boring at all, and the random combat interruptions were short enough I never seemed to get lost after them (or, maybe, the world was distinct enough, it's hard to say why), compared to other random-encounter crawlers =).

Submitted(+1)

Live streamed my play through here: https://www.twitch.tv/videos/2108733841?t=01h01m58s

Thanks for sharing this with me! I had a lot of fun!

Submitted

"The world is free ..."

What I enjoyed the most is how the game is super pleasant to control and everything is smooth and snappy. Movement's great, little things like this perfect sound for pressing a button in combat add to the game. The settings and presentation are great. The game is also finely paced, I enjoyed getting new skills as it went. Combat system and content are pretty fun, the skills are somewhat all unique which is cool in the context. Defeating a huge god on the edge of the mortal world has always been a satisfying ending sequence and it was no exception here.

This was a very cool experience, it's a great entry, thanks for sharing.

Developer

Thank you so much this is very nice. I'm so glad people push through my game to see the last boss and level because they're my favorite. Thanks!

Submitted(+1)

JRPG style battles are not my favorite.

This is one is well implemented with the tropes of this technique.

I got to play buttonquest for a while.

Killed many beetles.

Immolated a bandit.

My only regret is that there was no way to defenestrate the bandit while I was immolating him.

Good game.

Developer

Thanks for playing! Even though JRPG are not your favorite, I learnt watching you play!

(+1)

Really well done! The plot was tight and I enjoyed the little character interactions. I really liked the minimap, definitely a big step up from last year. The combat system is classic but you're straight into it. I liked the choice of skills, as each character has their own way of playing and you can tactic a bit. For my taste, the game was a bit too easy, but I think the difficulty is ok. It's nice that you keep finding treasures and that there are scripted battles here and there. It's just fun to find them and explore the map. The assets are lovely and I liked that there are different types of the same monster like scarab and golden scarab. I think that if you add optional sections here and there that influence the outcome, even this little game has a very high replay value. Definitely a very good entry. I wish you good luck!

Developer

Thanks a lot for the kind words :D Glad that you noticed the improvement since last year.

Submitted (1 edit)

I really enjoy these Japanese-style dungeon crawler, I had a lot of fun playing this one to the end! I loved the events that provided some nice choices and helped flesh out the world, the green/yellow/red encounter probability indicator 'a la Shin Megami Tensei, and the quality of the minimap. The loot combined to the nice minimap really encouraged me to fully explore. Overall a very solid entry! The enemy strength progression felt natural, too. The only thing I would have added is an auto attack button for normal encounters, since there a lot of them and you want ton conserve energy.

I had a great time, thanks for the great game!

Developer

Thank you!

Yeah, a button for auto-attack all would have been a great UI improvement for simpler turns/monsters, one of my favorite games in the genre have this (Labyrinth of Refrain).

Submitted

Wow this was fantastic. The pacing through exploration was spot on and the level design was well thought out and intuitive as the player,

The combat was super snappy and I enjoyed the variation of abilities. I was looking for healthbars early on, however once I got a feel for the enemy strength I no longer noticed it for felt like it was needed.

Really enjoyed this one, thank you.

Developer(+1)

Thank you for the kind words!
Health bars seems something players are very attached to.

Submitted

I liked the dungeon layout, the button-puzzles. And I feel like the fights were balanced both in numbers and difficulty. Fight scene was very fancy Persona-vibes.

When first I reached the astral floor section I must admit that I was a little scared that I would just fall through and loose my progress. I did manage to get to and defeat the snake.

The banter among the 3 protagonists was well written too as well as the world building by the little pieces out in the world.

One thing that might have been nice with clearer feedback would have been what effects the leveling ups had.

The world was nicely sectioned into small enough chunks that I never really got lost and wasn’t lamenting the lack of a world map.

The battle sequence I often opened with stun and buffs which I guess is a bit of a pity that it felt like there was a universal strategy that might be the best. But the battles where engaging and kept me worrying of how it was going to go, so I’m not really complaining.

Also, not sure if it was intended, but managed to heal one character up from 0 health by having enqueued a healing right after they got killed.

Very good entry!

Submitted

I liked the dungeon layout, the button-puzzles. And I feel like the fights were balanced both in numbers and difficulty. Fight scene was very fancy Persona-vibes.

When first I reached the astral floor section I must admit that I was a little scared that I would just fall through and loose my progress. I did manage to get to and defeat the snake.

The banter among the 3 protagonists was well written too as well as the world building by the little pieces out in the world.

One thing that might have been nice with clearer feedback would have been what effects the leveling ups had.

The world was nicely sectioned into small enough chunks that I never really got lost and wasn’t lamenting the lack of a world map.

The battle sequence I often opened with stun and buffs which I guess is a bit of a pity that it felt like there was a universal strategy that might be the best. But the battles where engaging and kept me worrying of how it was going to go, so I’m not really complaining.

Also, not sure if it was intended, but managed to heal one character up from 0 health by having enqueued a healing right after they got killed.

Very good entry!

Developer

Thanks for writing this! Happy you liked it, and that some of the stuff I aimed to do nailed their mark.

Didn't have time to code more solid AI in monsters, but my idea was, that in combination with buff that are limited in time, you can't get permabuffed all the time AND inflict damage AND react to monster doing big swing/status effect you. The framework is there, but it would require a bit more time to give them personality.

The heal from 0 was originally a bug, but I felt it kept the third character busy and it would perhaps be too punishing without it. But yeah, it weirded out most people, would definitely avoid this in a larger game.

Submitted

Very solid J-crawler; I loved the design of the final area!

The movement possibly felt a little clunky, but that may just be because I'm too attached to strafe rather than turn on A/D. I appreciated that the combat was snappy and I felt like I had a decent range of tactical choices by the end. Great job!

Developer(+1)

Ahah sorry, I should really have programmed a switch for the A/D thing. Playing other jam crawler, I keep bumping monster/ go into traps because of the Q/E for turning! Thanks for the kind words!

Submitted

I loved it. The level design was top notch. Discovering up and down, falling, the underworld, all really great. The final boss animation in the background was such a great moment! I think each floor/area didn't overstay its welcome, it was enough to be interesting and then I moved on before anything got old or tedious. Really well done.

Developer

Thanks a lot !

Submitted

Excellent - This i really liked. simple but effective graphics, good sounds and overall polish.

I fond one issues when I got into the game it suddenly slowed down for no reason. not sure what happened there. but  was a superb entry :)

Developer

Thank you! Yeah, the port to web version slow down a lot the first couple of loadings. Not sure why :/ I really need to figure this out in next versions!

Submitted

Yep - nothing to worry about until after the jam ends - :)

Submitted

loved the egyptian theme and turn-based combat, cute enemy designs and selection of music :)

combat ui is stylish but a bit disorganised (targets list is too far from the skills)

overall a pleasant experience, the game never crashed or bugged out (outside of the final screen:)

Developer

Thank you very much!
About the UI I think you are right, I did want to make it, left = actions and right = targets, but there is some mindmap you lose when you think about your turns.

Submitted(+1)

Good job! loved the atmosphere and the setting - and godot represents!

Developer

Thank you!

Submitted(+1)

Cool concept and narrative!

Developer

Thank you! I figured people would be tired of tentacles after a while.

(+1)

pretty great, the ui is very juicy I just wish that it would highlight the character that is selected as target for the attack not that its hard to guess which character is but it would be a nice detail. I like that you can increase the stats of the characters by exploring the level and finding equipment instead of just by defeating enemies. also the dialog adds a lot to the game. 

Developer

Thanks for the feedback! I cut a pointer arrows because I had no time to implement it, but now I think I should have maybe made the sprite flash slowly when you select it? Easy to be smarter after the deadline.

Submitted(+1)

What a nice jam entry. Nice graphics and the setting was well realized, movement felt good, only the wall bumping and the stairs are a bit rough. The battle system was fast, but a bi swingy in the damage dealt by the enemies. All in all, very nice.

Developer

Thank you!
I agree with you. It was my first attempt at a classic battle system, so I was really experimenting. Now that the jam is over, I should have made it have less variance, made defense matters more. 

Submitted(+1)

Hey there!

Overall, I had a great time playing! The theme was spot-on, and the combat idea has a lot of potential with a few minor nitpicks. A clickable option for actions during combat and health bars for enemies i think would improve the gameplay experience. I found myself getting lost a few times unsure where I should go, until i found the popup telling me what to look for. The visuals and sound design were fantastic, especially the music! The polish on the UI and animations is top-notch. Keep up the great work!

Developer

Thank you so much for your words!

I thought you could click the combat, but as I was playing with they keyboard, I must have introduced a bug where you can't click :O. You're right for Health bars I was just lazy it was an homage to older final fantasy and wizardrys.

Viewing comments 20 to 1 of 39 · Previous page · First page