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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 30 to 21 of 30 · Next page · Last page
Submitted

Beat it.

Not too long and pretty fun

I felt very disoriented. The teleporters, hidden walls, and a very samey tileset contributed to it. Not sure if thats a bad thing or a good thing though.

The art direction could use some work, didn't really feel like a tomb.

Liked the weird abstract enemy designs.

Submitted

That had a lot of potential. It was great to see classic dungeon crawler elements like fireball emitters (very nicely done), hidden walls (brutal from the first room though), secret door with secret buttons, teleporters (aggrrr), random rotations (very disorienting). You were only missing push/pull blocks, pressure plates and pit traps for the full monty.

The opening screen was nice, if you made it by hand especially. The logo could perhaps have been more solid, rather than as soft as it was. It didn't stand out enough from the background art style. Font was just the Unity default, it would be nice to have seen a font choice made to match the art style in some way.

The first voiceover had us impressed, it sounded good (for AI we assume). But then there was too much of it, and too much narrative text that didn't add enough to the start of the game when you just wanted to start playing. One paragraph, start the game and then maybe reveal some of those lines as you progress through the game. When you added narrative in game you blocked the player until they pressed Next which affected the flow of the game negatively. It didn't add enough to the "fun" or "playability" of the game to warrant forcing you to take notice of it before continuing.

Movement was OK, but it was very fast and snappy, not very smooth and the movement between tiles was very linear and didn't suggest you were walking. Tile size and camera angle seemed on point. There was no free look, which would have been nice in the larger rooms.

Combat was OK, although it wasn't very satisfying when you did damage, or eliminated an enemy. They just disappeared with no sound effects or graphical effects to indicate you'd won. We actually looked around to see if the enemy had run away. We only found two attacks you could do, close up melee or a ranged attack. Some enemies fired diagonally at you, which was a surprise, and not in classic grid crawlers. It also meant you could easily two step and range attack on the other square after it shoots. We died almost instantly, after 35 mins of player when we encountered a brutal guy with demonic symbol behind him. With them all being sprites there was no rotation element to their movement which might let you get a side attack in before they could launch an attack. This may have been deliberate but then it's attacks perhaps shouldn't be so devastating.

The lighting and shadows were a bit confusing in places. Sometimes they cast through walls from other rooms when they shouldn't have, making it disorienting and immersion breaking. The textures were OK but they didn't seem to fit with the lighting and shadow styles somehow. In some cases, like the brickwork, the textures didn't tile correctly so it was visually jarring to see. The lighting seemed to be blown out in places too (possibly a Unity URP issue). The textures were all just diffuse, possibly with a specular component to some parts, but no normal maps, ambient occlusion, etc. They might have enhanced the atmosphere a bit more, and disguised some of the texture tiling problems as well.

Sound effects were OK with the ambient background noise and doors opening. We didn't hear any music at the start or during the game, which might have added to the combat a bit.

Overall, a good entry with lots of interesting aspects, but perhaps it didn't come together quite as cohesively as your NeuroNexus entry last year. We had some fun in places, but we had more fun with your previous entry.

Submitted

Overall look and feel of this entry are nice, it feels like a dungeon crawler with a weird, futuristic setting, which is unusual (unusual being good).  

Submitted

A solid game with a reasonable length for a jam game. The visuals are very nice (although the delayed lights feel a little odd), and the enemy sprites & combat FX are both pretty and (mostly) clear. I did struggle a tiny bit with depth perception on the mostly-transparent enemies and with ranged attack hitboxes, but nothing terribly impactful. Exploration felt rewarded, which was nice, and while I felt lost I was, as far as I can tell, never actually lost.

Here's my full no-commentary playthrough:

Submitted(+1)

A solid package! Nice call backs to classic DCs without being too annoying. Game is the perfect length for a jam. I loved it.

You can rewatch my play through here: https://www.twitch.tv/videos/2114770109?t=00h48m58s

Developer

Thank you for playing!

Submitted(+1)

I liked this one, the graphics were good, I liked the Metroid Prime style curved UI look, and the atmosphere was great!

The opening cutscene was cool with the AI voiceover that allowed me to skip when I wanted, and talking about how the hero had been betrayed. It sets the story up nicely and efficiently imo.

I especially liked how the lights would only turn on once the player moved near them or on scripted triggers. It felt like you were bringing peace to the dungeon as you progressed. I also liked the use of hidden doors as shortcuts or secrets, something I wish I had time for in my entry.

The combat was a bit confusing at first though, it wasn't until the second enemy I realized the target had to be in range to work. I did like the effects and the cooldowns, made my thinking a bit more tactical in that regard.

Though I wasn't a big fan of the enemies being able to attack diagonally, especially when I can't. I don't know if thats a bug or something, but it sometimes made projectiles impossible to dodge if the enemy had a high enough attack rate.

Also I think I might be going crazy but I swear to god there was a hallway with a fireball thrower that had a tile that turned me 90 degrees to the right whenever I stepped on it. Damn near killed me lol.

I do thank you for making the healing rooms placed in convenient locations, felt like whenever I really needed a heal there was one nearby.

Overall this was great, good work!

Developer

Yes, there is a bunch of things we needed to fix for the enemies and combat systems.. enemy able to take a step and attack is one of them - it does look like a diagonal hit that way. Character also has a little bigger hitbox than he should... so he gets hit with projectiles that look like they should've missed. And visibility of when and how to use abilities too. Projectiles are usable in range and line of sight, not nessesary in a straight line. Its a bit unusual after all...

And you are not crazy - 90 degrees rotator does exitst :)

Thank you for playing and for a feedback!

Submitted(+1)

This was a good game. Clean graphics and I liked the combat system based on attack abilities with cooldowns.

Developer

Thank you for playing!

Submitted(+1)

Nice smooth gameplay and well polished.  Played all the way through to the end only took me 2 attempts.  I really like the minimal number RPG elements and the skills you unlocked throughout the game.  The level layout was good and I liked the textures and colour theme of the game.  I didn't like the way walking on floors would change direction of the player, at first I thought it was a bug but then realised shortly after that it was a game mechanic to make dodging fireballs harder.  The text-to-voice sounded really nice and the story was great too.  I like the way that even though you escape the dungeon there is just a different type of hell waiting for you.  Nice work guys, was good fun to play!

Developer(+1)

Thank you for playing! 

Yes, that rotator in there to stop you on track :) You need to plan movements to avoid it basically. We probably needed to introduce it somewhere less letal first :)

Submitted(+1)

It was great and quite a thrilling game. Thanks heal room. I was happy when I stumbled upon the hidden passageway.

I died a few times, but I wish I could have retried from the middle instead of the beginning. But I enjoyed it very much.

Developer

Yes.. saving game is something we really need to do. We run out of time for that one - healing rooms were supposed to also work as checkpoints, but couldn't make it in time ;(

Submitted(+1)

I had a bit of a rough start, not realizing that combat was restricted to enemies within range and not finding the invisible wall in the beginning made me think it wasn't working. But after reviewing the comments found the wall and continued on my adventure. The atmosphere in this game is GREAT. I really liked it when entering a new area and the lights glowing when you get close to them. Really cool idea. I found combat to be tricky and a little clunky, but also intense and rewarding. Those dudes with the fireballs were terrifying. Story fit the theme of solitude well and the enemy art/designs were 10/10. Great job!

Developer(+1)

Thank you!
I have an idea how we can make that wall more discoverable... If we will be making fixes - we probably will try that one! Glad you liked it at the end :)

Viewing comments 30 to 21 of 30 · Next page · Last page