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A jam submission

Tomb of AeonView game page

Grid based dungeon crawler made for DCJam 2024
Submitted by apoly (@Nolokor), NikaKh, minisiegfried — 3 hours, 12 minutes before the deadline
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Tomb of Aeon's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#323.3643.364

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
Main theme is solitude, it's incorporated as our main character starts alone in game, and later at the ending this theme is reinforced.

Additionally themes of ancient ruins and cosmic horror are incorporated into the game. They're represented by art, enemies and the events surrounding the main narrative.

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Comments

Viewing comments 20 to 1 of 30 · Previous page · First page
Submitted (1 edit) (+1)

I finished it! Pretty cool entry. The movement is nice and snappy, which is great especially for the ranged enemies and traps you need to time yourself to get through and dodge around. The first time I was surprised by an enemy (first boss I suppose) and died, but didn't have enough health so I was a little more careful the second time around but explored alot more to get more health, so that was a good reward for exploring. I also liked that you got some new skills on the way through. Solid entry all around!

Developer

Thank you very much for playing! 

Submitted(+1)

I completed the game! 

I find the pace of the game good, and there is always a way forward. Sometimes you are just missing an item to proceed so you need to trace back and check again. But I did get through finally. The buttons took me a while to even find, maybe one could have been in the beginning to teach player of their existence. The voice over is a nice ad-on but maybe a bit to much for my taste sometimes. I think it was supposed to bring me along the journey, but I got lost somewhere in the middle.

Combat was a bit strange but worked out fine once you got the mechanics.

The spaced out healing rooms was a good and necessary ad-on  that helped the game be more fluent to play. It might be hard to understand what the rest does though, but once you try it you will certainly use it.

The hollow walls was nice, but maybe some kind of mark on them would have made sense. Something out of the ordinary.

Movement is spot on.

A great game!

Developer(+1)

Thank you for playing!

Yes, certanly could introduce buttons... we wanted to keep them for hidden places and use levers for open places, but kind of run out of time and decided to stick with buttons... could try to make them bigger for visibility though, really. 

Invisible walls did have something special to distinquish them from others. Once you will see it - you will have easy time locating the rest (except couple that are designed to be harder to find). Was planning to make them as accident discovery. Now to think about it - could use button in first room instead and keep walls as a secret hmm..

Combat was scrapped and replaced.. and it kind of shows. Couple of things stayed there as unintentional consiquences of switch :( Like move with instant attack.

Time... never enough time! :D

Submitted(+1)

I really liked the premise and the monster design! You were very sneaky with the teleporters and spinner LOL :D I’m sure zooperdan must have loved that! :D

The movement feels good and I enjoyed the combat too.

Great job!

Developer

Thank you for playing and glad you liked it ;D

Submitted(+1)

Fun game! In my first attempt I went into the fireball room, misjudged the pattern once and then died by two blasts. On my second attempt I went to the library room first, which increased my health to ~25 iirc thanks to the secrets, so I felt more comfortable to go through the fireball room again. This time I dodged all the fireballs \o/ so I didn't even need the extra health lol

Combat felt nice, and the bossfights were cool. One of them gave me a light panic early on, but I didn't have much trouble getting rid of them. The spinners did their job quite well and the teleporters were also confusing but not in a frustrating way.

Could use some more variety in the dungeon itself, as it does look quite same-y all the way through. Some more visually distinct areas would be pretty neat, I think. Some rooms felt like they have purpose, while others are just there. I think adding some purpose by adding visual clues and whatnot would go a long way to make the dungeon feel more interesting. I know there's furniture, but the architecture itself and the styling could use some love.

Other than that, not much to comment on. Pretty solid game, good job!

Developer

Thanks for playing! 

Yep, we focused more on the mechanics themselves and levels were not as diverse as they could've been as a result. Its more visual clues than what we had in previous jam, but still a lot to improve on :)

Submitted(+1)

This was really good! I enjoyed pretty much everything about this entry and it had a very old school vibe. It really encouraged exploration, though having to restart from the beginning is a bit daunting if you die later on in the game (like I did once in that room with the two buttons that open up a lot of side doors). The room with a spinner had me puzzled for a bit until I realized what was going on. I think there is a sound effect for when you step on it, but it's a bit too quiet, could use with some volume up.

Very well done!.

Developer

Save game feature is our arch nemesis hahaha! Those healing rooms were planned as save locations, but we kind of run out of time and left them as a healing only instead. Exploration would be less stressful if they would save game as planned.

Thank you for playing!

Submitted(+1)

The spinner at the fire trap was bullshit, it toggled, when I wanted to step of it while strafing (at least I think). That felt unfair and I had quite some fun until that part. The map is quite big and your systems are pretty complete, for what you wanted to accomplish, I think. Graphics and sound may be a bis sparse, but fine and moody. Maybe make the enemies a bit slower and give more in terms of hit feedback, when hitting an enemy. Fine entry!

Developer

Oh yes. We were a bit worried that we won't make spinner that only activates when you are looking certain way on time... so our is simple - it just always rotates you fixed amount. And combat was re-done in haste really late into the jam, so some things were left unfinished... we just tried to do as much as possible with what we got. Always that lack of time that gets us in the end!

Thank you for playing!

Submitted(+1)

I emerged from the depth of my confinment.

I think I ended with a little more than 50 HPs, not sure how many hidden passages it means I missed.

This was ton of fun, I loved everything about the game . A weird settings and unique visuals, instant movement, actual dungeon mechanics (traps, spinners, teleporters, small buttons, hidden doors ...). Combat was suprisingly fun too, the lethality, your abilities, the enemy behaviour, enemies shooting you out of the grid, everything made me enjoy it at lot and especially ton more than the usual real-time fare on a grid. The encounters are good and the difficulty right on point. Besides you feel the rise in power, ridiculing the two enemies at the end which used to be one strong enough boss was super fun.

This is easily among my favourite entries so far (I've played about 1/4th of the entries), congratulations.

Developer

Thank you for playing! Glad you liked it - we tried to do as many of classical features as we could, considering we were building everything totally from scratch again! Two enemies at the end felt like a must after getting ultimate power!

Submitted (1 edit) (+1)

This was a scary one! I had lots of fun playing it. Though at first it felt a little unfair how the enemies were so quick to attack. Once I abandoned melee more or less entirely and used corners and strafing to get around enemies, I managed to survive. I played with two hands. One on the 1-4 and the other navigating. Might work really nice on a controller btw (don’t know if you had that support).

It really added to the suspense too that the game didn’t say if there was any save or checkpoint, but it might have been nice. I died once early on, and if I had died later again I don’t think I would have wanted to start over. There are people that like that sort of loop though… so I who knows which is best.

In general I only got lost once even though the map was quite big and that was at the very end because I didn’t find the door that just opened and there was another that remained shut that sort of begged to be opened.

There were some really evil level design, and I liked it since I survived, but if it would have killed me I think I’d be upset. In particular the spinner in the stressing fireball sequence.

There was also a the repeated pattern of: Here’s a big room. There’s nothing in it. We promise. Just a button, why don’t you press the button. And how first couple of them I could run out and be safer but then came another room…

Really good drama in that level design.

Over all, I think it was a splendid entry!

Playthrough: https://youtu.be/Iewie-421Eg

Developer

Thank you so much for the video! You was SO CLOSE. You killed the last boss and all you needed to do is to return back to first golden door (the one right at the start and you kind of had shortcut to that one in the boss room, but never turned to the right!). We run out of time and didn't make it clear enough :( We really needed some text for that. Or some other way to lure you better to the ending.

And UI also could be much clearer that you can shoot not in straight line, but as soon as you are in range with enemy and can see it.

And yes, we might be going full evil on some parts of the dungeon!

Thank you again for playing and the video!

Submitted(+1)

Hey,

nice Crawler. I liked the fat snappy movement and fast combat, plenty hidden rooms with red orbs. The Style was not so much my cup of tea. The Lighting was also a bit off. And I did not like the turning trap, it killed me. :D (Hope it was a trap and not a bug. ) Or rather the fireball did. But I liked the “Gladiator” Suprise Room.

Nice Entry. :)

Developer

Thanks for playing! Glad you found hidden things :) and yes, it was a trap! It would rotate you same direction each time and you need to kind of notice where and plan your movement with that in mind to pass it. We have couple of those, though two are hidden away.

We think we would 'teach' mechanic next time... something like we did with exit from the room... though not sure how many noticed transparency on the illusionary walls from certain angle... probably too subtle after all!

Submitted (1 edit) (+1)

Basic dungeon crawler which works well but didn't pull me in so much to be honest. I find the dungeon too dull and sterile. I don't understand what kind of setting the gameworld takes place. Is it modern day? There are couches and bookshelves in some of the rooms. I mean it looks interesting but confusing at the same time. I don't know what to make of it. Enemy designs didn't appeal to me much. Combat is not very fun and engaging.

My final opinion about the game is, you managed to make a grid based dungeon crawler game with basic gameplay mechanics mostly but i think you couldn't manage to make it fun and interesting. But regardless of all my ciritiscms i appreciate your time and hardwork. It is something, better than nothing. Good luck on your game development journey. I wish you success!

Developer(+1)

Thanks for trying our game out :) Couches and bookshelves (and training dummies) are maximum that we could do with basic Unity tools and lack of modelling skills in that time frame hahaha. Better than nothing, but gives us push to maybe learn some more tools for the future.

Its fine not to like the game too. Especially combat is a fair game, since we scrapped our initial idea, once saw we cannot flesh it out in a way we wanted it to be. Better 'simple' than 'too raw' in our opinion. Maybe next time we will do it how we planned it to be.

We still are in our stage of 'finding engine' so each time we learn a new one :) meaning we 'start from scratch' each time and see where it can get us. Bit to hard to make something too complex with that... but we improving each time we do jam!

Thanks again for the feedback :)

Submitted(+1)

Yep. very nice, straightforward crawled. the graphics and sound were fine - nothing really to say, neither good nor bad.

The movement speed was great - nice and snappy. I didn't like the monsters having some form of realtime. you would see them and they would be attacking you before you could get the mouse read to click an icon - I was using the keyboard. So That would be where I would put my thoughts - making the combat very keyboard friendly and intuitive :)

Developer

Indeed, we needed to be more clear with keyboard controll... we didnt make clicking on objects in time with something like spacebar... and were not clear about 1-4 being ability use buttons. That kind of make game easier. Thanks for feedback! And thanks for playing!

Submitted(+1)

This was good, if a little rough and early. Nine days isn't a lot of time.

Its a good thing that you read to me, because I don't read stuff in games.

I found myself just smacking stuff with the sword and not dark orbing anything.

A solid entry.

Developer

I did my "well i able to get through without pickups and exp easily... now we will start with twice as much hp and should be fine" method of tuning... and it still "two-shottable by a fireball" :/ Plus people may never find secret places for more hp beforehand. Have to keep those things in mind more!

Thanks for playing!

Submitted(+1)

Really solid entry!  I love the devious dungeon design.  Even knowing it was coming from Discord chat, the spinner in the fireball corridor really disoriented me ^_^.  I also love the second boss where this time I'd learned my lesson, stood in just the right place ready to fire off all of my spells, clicked to open the door and... bam, stabbed in the back =).

Developer

We tried to make it disorienting, but not too punishing (turning to safe zone, teleporting to safe zone), and yes, second boss was also part of our evil plan! :D Glad you liked it!

Submitted(+1)

Very solid crawler experience, will return to it later for a more comprehensive session.

Developer

Thank you!

Submitted

Very solid crawler experience, will return to it later for a more comprehensive session.

Submitted(+1)

Pretty solid fundamentals on the real-time action style gameplay. It’s kind of punishing for trying the usual kiting manoeuvres because of splash damage and enemies seeming to get a hit off immediately after rounding a corner. I also like the cooldown design in favour of having to manage limited MP resources.

I died trying to run back to a heal room shortly after the first boss, I kept getting spun around, on a strafe movement, while trying to backtrack past a fireball trap. Perhaps that was some kind of deliberate decision and not the inputs bugging out… haha.

The writing is a good touch, but I would prefer silently reading it over the TTS voice, to be honest.

Developer

Thank you for feedback! Yes, we didn't make cooldown after movement and that kind of hurts. And splash damage is a bug - character is way too fat, apparently. 

You dying on back track is on me... there is a healing room between that boss and trap room, but looks like its kind of out of sight and that is a huge flaw in level design. And yes, it was a spinner turning you around in there.

And yes, we really need to get those volume sliders next time, so people can tune what and how loud they want to hear.

And again - thank you for playing!

Submitted (1 edit) (+1)

Interesting, I actually thought the no attack cooldown after movement and splash were intentional, or at least could be. If you got more feedback and could see the enemies rounding a corner with a moving swing, it would be quite a nasty surprise for people expecting an easy cheese kill, haha. Likewise with the splash on fireballs, if it were only on some special attacks and telegraphed, I think it would be good to consider!

Developer(+1)

For sure! I wanted to create cleave-like ability just for situations like that. But we were running out of time and scrapped what we had (combat system was re-made even, since we felt that we won't have time to make it as we wanted it to be). Splash itself wasn't intentional, it just colision model. We decided to swing with that one, scared of making more bugs in process of fixing :) But bigger attacks could use bigger collisions for sure. Bosses, for example, could have those to stop player from kiting too much.

Submitted (1 edit) (+1)

Very fun. I like the variety of experience - sometimes it's combat, sometimes I'm trying to figure out how open a door or leave a room, sometimes it's something else. Also the narrator was a really nice touch.

The initial secret door was great, the way I discovered it, very awesome.

Developer

Thank you for playing! :)

Submitted (1 edit) (+1)

LOVED this!

I thought the tuning was absolutely spot on. I died almost immediately in my first run to a fireball and then completed it on my second run  once I had the movement figured out.

The variety of monsters and abilities was great, It feels awesome to build up and chain several ranged attacks on the harder enemies. I explored a fair amount and I enjoyed that there is some reward for finding the false walls and hidden rooms.

I did have an awful movement bug (not a bug, my bad!) on the gauntlet towards the end where you need to run towards a trap and hide in the left / right alcoves sequentially. On the final alcove when I tried to strafe out it was turning me all around. But that was it, everything else worked flawlessly.

Beautiful art and great gameplay. Thanks so much.

Developer(+1)

Thanks for playing! That... actually wasn't a bug - it was a rotator making fun of you (we have couple of those). There is a teleporter further ahead too that returns you to the same pocket too if you are to step on it :) That specific rotator always turns you to the right, so knowing that you can plan movement ahead! Place is cursed, I tell you!

Submitted(+1)

Oh my god, so sorry I called it a bug! Well that makes it even better that I didn't realise the game was screwing with me! And now that you mention it, it makes complete sense :D. Well thank you again, was really fun.

Submitted (1 edit) (+1)

Pretty tough! I died a lot, sometimes from fireball, sometimes from normal enemies, sometimes from super muscular man ; - ;.
That's a lot of shelves! Pretty nice overall!

Developer

Thank you for trying! Sorry for tuning it so harshly! One day it will click with me with perfect dificulty. Maybe :< 

Did you see all the shelves though? :D There are some things hidden. Many simple things :)

Submitted(+1)

Was a little bit confused in the first room until I realized you could walk through the wall next to the bookcase. Overall a fun game to play! (I died three times, once to a fireball and twice to enemies)

Good job on this entry, feels fun to play once you start to understand how it works

Developer

Thank you! Yes, kiting works, especially on 'bosses'. We had to show that walls not always what they seem in the first room. All invisible walls usually you can notice... if you look at them at certain angle. There are bunch of them there :)

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