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A jam submission

Dungeon PathfindersView game page

Navigate and slay your way through dungeons! How far will you go? Will you find the best way?
Submitted by TruelyMostWanted [ Truely Interactive ] (@TrulyMostWanted) — 1 day, 57 minutes before the deadline
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Dungeon Pathfinders's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#4431.4232.250
Gameplay#4441.5812.500
Innovation#4851.4232.250
Overall#4901.4232.250
Graphics#5251.2652.000
Theme interpretation#5900.6321.000

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/MostWanted38/game-off-2023

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Comments

Submitted(+1)

I really the abstract look of the game. Never could seem to figure out how to aim. I managed to take down a few enemies but mostly just ran away in terror. The menus were also very slick. Really hope you carry this game forward.

Submitted(+1)

I found aiming my shots to be quite difficult and I ran out of mana quite quickly, so I found that the best strategy was to just sprint past the enemies in a zig-zag pattern. I would suggest having the projectiles shoot in the direction of the mouse cursor rather than in the direction the player is facing to make it a little easier. Other than that, I liked the 3D environment and atmosphere of the game.

Developer

Hey thanks for the feedback 💙

Yeah thats a cool solution you found right there by  chosing the "speedrunner" strategy , avoiding fights that take time and just run  as sneaky  and zig-zaggy as possible from start to finish! Great job!💪👍

And regarding the shoot direction, maybe a indicator would be nice for that as well... and i definitly need to upgrade the way the collision works. Only hitting the ground , not the walls and making the walls transparent that are in front of the cam 🤔

Submitted (1 edit) (+2)

Liked the title screen and ambience. Random dungeon generation and navigation must have been hard to implement. Well done! Some suggestions:

  • Players and enemies being capsules and the finish being a cuboid really let down the graphics.
  • You should be able to use WASD and arrow keys alongside mouse controls.
  • There should be passive blue bar regeneration, as running out of it basically means you can’t continue.
  • It was hard to see things, I think there should be more light.
Developer(+1)

Hey, thanks for the feedback! 

Yes the world generation, level specification along with dynamic nav mesh baking were indeed quite time consuming. Sadly other real life things took quite a lot of time, so planned features  and designs had to be skipped, like mob designs, variations, different attacks etc. There will be after-jam versions of the project at some point with more content