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A jam submission

Dungeon ExplorerView game page

Uses your deck of powerful cards to defeat hordes of enemies!
Submitted by ECastanon — 9 hours, 31 minutes before the deadline
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Dungeon Explorer's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#1342.1532.462

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
The theme uses Ancient Ruins, as the environment takes place in an ancient dungeon filled with undead.

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Comments

Submitted (1 edit)

The movement's a bit slow, and there's a weird snap to every motion.  (With the right sound effects, it might actually suit a heavy machine character like Robocop).

But I gotta admit, I was getting quite into the combat system.  It seems like you've really gotta stay on top of things to not be in a bad position.  Though I generally kept myself out of the red.

I don't know if you made the music or it's an asset, but it certainly set the tone.  
Especially the Boss music.
Nice entry!

Playthrough: Dungeon Explorer Pt1 by ECastanon

Submitted (1 edit)

I successfully escaped the dungeon, but there is no 'close' button :)

So the movement. You have to speed it up just a bit. Imagine you walking around. It wont be that slow! Keep in mind that you have to make movement and turn same speed. You also missing move back button for some reason!

There was something wrong with grid size. Sometimes it felt that I can go left or right (3 tiles corridor), but i couldn't. And there was a lot of z-fighting on the walls and objects kind of clipping it from another side too.

I was surprised that you have music for the boss battle, but were lacking flavour sounds. Would love more battle sounds and feedback in combat.

Card game itself was nice. Weak mechanic (that reduced incoming damage by half), shielding and hitting (aoe and stong hit as power moves), shield break (that might be way too op later on!). Nothing too fancy, but it works. But there were some bugs in it... sometimes turn will 'end' by itself with mobs not doing damage and me gaining energy back with new hand or there also this bug where I had not 4, but more cards (they were hidding under initial 4 and I even could use them with a bit of mouse dancing around). Mob effects were all clear, except that fist attack - was that one supposed to go through the shield? Was hard to notice if it different from sword one.

That game still held me to the end, so there is that :)

Submitted

The card battle system worked once I understood I needed to click on the enemies, after that it worked pretty well in terms of function. I think what it really needs is more feedback and juice. Like when a lightning shock card is used it would be need to hear like a thunderclap and the enemies play a hurt animation and a pain sound effect. And for some extra juice have selecting a card play some little paper foley sound effect. And for the player being damaged even if you were to just add a single pain sound effect, or just a brief red tint on the screen would help. Though these are just suggestions I do think looking into it would make this game a lot better.

I would also suggest having the players health be visible when walking around, it would be especially helpful when deciding whether to heal or get a new card at the chests if I knew exactly how much health I had. If there's a control to do this, I missed it entirely.

I do like how the music wil change based on whether you're in combat or not.

The movement as others have pointed out is also a little weird, I think wolfheat is right about using Slerp instead of Lerp. And the turn and movement speed is definitely too slow.

I also noticed the "shimmering" effect on the walls, I'm assuming the wall prefabs are overlapping so there's a lot of z-fighting for the textures of the overlapping walls.

For other positives, the assets compiled work nicely together, the card art I think looked good but was too low resolution. What might make it look better is if for the card icon texture files, set the filtering to be linear so it looks like pixel art instead of being blurry.

I think there's a very solid foundation for a much better game here, so I do hope you can improve it further or take the feedback from this year and make something awesome next year.

Good work!

Submitted

The card combat system has good, enjoyable core mechanics - definitely sufficient to build a game around. It is brought down by the incredibly slow movement system and the UI bugs though.

Here's my full playthrough:

Submitted

First, the card battle system works well. The feedback for the effects of the cards could use some work, but else it is good. The graphics are nice, but there is a bit of flicker in the walls and everything looks a bit generic. But the movement is horrible, you need to fix this and maybe speed up the battles a little bit. Then you have a very solid entry on you hands.

Submitted

I mostly liked the combat system. Graphics and music is ok. Movement is a bit staggery, seems like you use Slerp instead of Lerp for movement which gives the arced motion. Some more work on this and it will be quite a fun game to play!

Submitted

I totally get what yer going for here.

But... movement and turning are too slow.

And I think the combat glitched a few times. Can't be sure.

Very nice models.

Cards need work.

Solid entry.

Submitted

I have successfully escaped the dungeon.

On one hand the presentation and movement are specially rough, on another hand the combat system and content are cool. The boss fight was pretty intense, I reached it with all my hps or close and ended with less than 10. 

Ultimately the game was fun to play, thanks for sharing.

Submitted

This is a very nice base, but rough around the edges. Movement needs to be sped up and encounter rate needs looking at since it's a bit too often and can slow down progress heavily. I really liked the card combat and it was strangely engrossing and tactical. Well done on that front. There are some bugs with the UI, with cards overlapping on turn end, but mechanically it worked just fine. I think you have a good starting point here that you could refine into something really good.

Host

Movement and turning is waaaaay too slow. I felt like dragging my feet like I had metal boots weighing 10 metric tons. That being said, I enjoyed the card based combat. I am normally not a fan of deckbuilder games but for some reason I had fun with this one. So for that, good job :)

Submitted

So the idea of combining roguelike deckbuilder/card battler mechanic with dungeon crawler is good, and I see it the second time in this game jam so far(first time with the Spell Tower game). Technical execution could be better. Movement has to be faster, way faster, because right now it feels just sluggish to me(and I know that there are people who prefer even faster transition speeds than I do).
I noticed a couple of times that enemies can change their intent in the middle of my turn, which looks like a bug to me. Also that piercing damage from bows ignores shields and is only mitigated by health? In the games of this genre the usual behaviour is to only apply status effect like bleed if the attack that applied this effect actually goes through shields/other defensive barriers
Despite all the flaws I see a what potentially could be a good game in the making, but in very early stages. Keep up the work.