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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 10 to 1 of 30 · Previous page · First page
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 :)

Viewing comments 10 to 1 of 30 · Previous page · First page