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A jam submission

1 Bit DescentView game page

A Rogue-Like game where you fight monsters, collect gold and treasures.
Submitted by inferNull — 1 day, 6 hours before the deadline
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1 Bit Descent's itch.io page

Results

CriteriaRankScore*Raw Score
Music#603.7693.769
Overall#1133.7313.731
Sound#1313.4233.423
Fun#1523.6153.615
Aesthetics#1663.8853.885
Story#2123.0003.000
Mechanics#2753.1923.192
Theme#3353.4233.423

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
1

Did you use any existing assets? If so, list them below.
Spritesheets from Kenny.nl, Kitchen Sink font by polyducks, Mega Retro sound effect bundle from pneuma studios, and three red hearts songs by abstraction, I've posted the links under the game page if you're interested in them

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Comments

Viewing comments 23 to 4 of 23 · Next page · Last page
Submitted(+1)

Really cool submission! 

Some of the good things that stood out to me were:

  • Having a mini-map that's pretty neat for a game jam game
  • The artwork, aesthetic and general retro style
  • The music (although some variety would be even better)
  • SFX were solid
  • The level design was incredible and the volume of levels
  • The credits screen was also really good

I think being able to see the odds when you get into a fight might be a nice feature for the future. Maybe even introducing flee mechanics with probabilities, too.

Great work!

Submitted(+1)

Great use of Kenney assets! It was a fun experience, and I can't even think of any flaws.

Submitted(+1)

Great use of Kenney assets! It was a fun experience, and I can't even think of any flaws.

Submitted (1 edit) (+1)

Addictive Gameplay. Nice 1-bit graphics. Keep up the good work :)

Submitted(+1)

Very coo dungeon crawler, I'd love to have a deeper fight mechanic as I didn't felt in control really but I loved the exploration phase of the different floors; Well done!

Submitted(+1)

Nicely put together game! The music for this was perfect, and hit me right in the nostalgia feels. I think it would benefit from something the player can contribute towards victory in a fight, as it felt largely random what the result might be. It was cool seeing the fun item descriptions. Very creative! Well done.

Submitted(+1)

It's a fun game! I enjoyed the audio, mechanics, and overall design. The game was entertaining. Keep working on it. 

Submitted(+1)

I had such a great time with your game! I love the super retro / classic dungeon explorer element to it. Also, it seems that many elements of your game are randomly generated, which is so cool! The combat kind of had a text-RPG style to it, which fits perfectly with the game you made. I think it would be awesome to continue developing this game. Maybe adding an interactive element to combat would be fun, like if you can choose to attack or run or block-- something like that might be even more fun! Great job on your game, I really enjoyed it : )

Submitted(+1)

I like the concept and visuals! But the movement is pretty sticky.

Submitted(+1)

This was great. The art and music combo really sets the mood and has a great GameBoy game feel to it

Submitted

One of my favorites so far!
I  loved the twist when you fulfill the initial purpose (get 99 coins). Also, a chicken in a dungeon? What the...?

Question: are those levels procedurally generated?

Developer (1 edit)

Yes.

RNG The RNG is based on when the game manager wakes, it will make a random seed based on the time on your pc clock.

In truth I originally made a rogue with a very different rng. The original minimap also had a humorous bug; the map was not north facing, but east facing, so all my code on it was a workaround. It was a simple room with 4 boolean walls, an array, and an algorithm to randomly deconstruct walls and an algorithm to find the exit.

However it was graphically bad to watch and I wasn’t satisfied with it, so I checked various tutorials, one of which directed me to a much more simple, but efficient algorithm to do it (It even directed me to kenny.nl for the spritesheet!) I fine-tuned it to my liking adding a few of my own twists on it until I was happy with it.

Initially the player was meant to start off with the map, but I wanted people to realize they could explore and pick up these treasures.

I don’t want to give away too much, but the treasures will randomly spawn (except the map is always spawned on the first floor.) The early floors are also very quick to explore and win. The reason I did this was because the early levels were meant to be tutorial levels. If the player wandered to the door first and wondered why it wasn’t working they should notice the keyhole on it. Then they go to the next room where they might encounter a few smallfry enemies. Then they see a map and pick it up and it explains the minimap function. Then they find the key and open the door.

Submitted(+1)

Thanks for the detailed reply. I am myself trying to deal with random generated dungeon on another project / prototype. I first tried to generate some mazes and now trying to do a full dungeon. Got the basis but I was always kind of fascinated by random generated things in games. If you please, could you share your link? We should also connect, here and or in discord!

Developer(+1)

I don’t mind showing you where I got the tutorial from but I remember it being a course that I paid for from humble a while back. I don’t know how much it would cost you, but I’ll look around where I found it for you.

Submitted(+1)

The music and vibe were on point. I would have preferred to do something in the fights rather than text. Overall, it was really fun and a great experience. Keep up the good work :)

Developer

Glad you enjoyed it and had fun!

Submitted(+1)

This is a neat game. It would have been nice if the fights were more interactive rather than the outcome being randomly determined. Also, I felt like the game became too easy when I got the invisibility ring, but I didn't really play much beyond getting the 99 coins needed to "win". All in all, a great entry. Thanks!

Developer

I know, some treasures are much more op than others. I hope you got some joy out of it though.

Submitted(+1)

Nice tiny dungeon game.
Maybe improve or allow reassign controls (allow confirm on space and move with arrows)

Developer

Space is unfortunately not possible. It didn’t mesh well with my webui build.

Yeah, I’ve been getting a couple of complaints on the controls.

Sorry. Hope you had fun with it though.

Submitted(+1)

No problem, it's ok, just some options to improve the usability of the game.

Submitted(+1)

Cool game, when I got 100 coins it felt satisfying. Had fun.

Developer

Thank you! Glad you had fun.

Submitted

I was lucky that I got the shield very early. I think it's a really powerful item.

Level 7 had some interesting new enemies too.

One level (12 I think) I was sneaking past everyone with the cloak, only to be detected a few steps before the exit by a surprise attack (not wanting to spoil too much here). Next level I got only to the second room before being decloaked and suddenly I found myself in a perilous situation very quickly after two or three encounters decimated my health to the last bit (nice that there is some extra music for that), and before I could fully heal I got struck again to the last bit.

Eventually (some levels further) I got hit by one too many enemies before reaching the next room with health to collect.

As I had mentioned on Discord already, one major issue I see is that for some dialogue popups you do need to grab the mouse to click to confirm them. Like the first encounter when your cloak loses its effect.

Also, being able to move with the cursor keys as well would be nice.

And maybe some more (hidden) win conditions, for example when you collected more than 1000 coins?

Developer (1 edit)

I’m glad you enjoyed the game and played so thoroughly into the postgame.

Needing to use the mouse after the engagement when your invisibility gets removed is not expected behavior, and if it’s happening, it’s a bug.

Did you use “Z” to confirm or “A” on the controller for dialogue windows? Besides clicking the buttons, those are the only two ways it should be closing.

As per the gameplay, the invisibility treasure you got I judged was too op. I loved the effect too much to nerf it, but still didn’t want it to just make the game too sneaky. The enemies you encountered, as well as the slime swarms were meant to counter it and make approaching each empty room a bit nerve wracking and not as easy as the early levels.

And as much as I’d like to have added a few more things (I originally wanted to make a dragon on the 10th floor with some special abilities for a secret ending, it would have had its own last stand and summon some minions when it last stood and fled) I barely got what I wanted done and spent the day I was expected to take off and relax fixing a few game breaking bugs that never showed up in my earlier tests.

Submitted (2 edits)

I did not try "z" (or "y" if it's supposed to be a key on the lower left and depending on whether the game accounts for local layouts).

I tried it now, and indeed it works...

One thing to nerf the cloak would be perception for the enemies to detect if the player took up some item, so they might be on alert and have a higher chance to detect the player while still around?

Controller input doesn't work for me.

Developer (3 edits)

Controller input doesn’t work? What gamepad are you using (xbox, playstation, custom, etc?) Did you click on the game before using the controller? And lastly what browser are you using?

It’s not a bad idea, in truth I had originally considered making it so that any collision would break invisibility (even picking up a coin) but I judged it too weak. Also, even if I wanted to, I can’t add new features since the jam is closed, the most I can do is fix bugs.

EDIT: Are you using the joystick to try to move the character?

The gamepad controls only use the d-pad and the south button

image.png

Submitted

It's a PC controller and I tried the D-Pad, too:

Bus 001 Device 026: ID 0079:0006 DragonRise Inc. PC TWIN SHOCK Gamepad

Firefox on Linux.
Submitted(+1)

Cool game, love the Aesthetics and music! Fun game

Developer

Glad you enjoyed it! Thanks for playing!

Submitted(+1)

The game has its own vibe. really fun. However if the there was movement on key hold, it would have been more fun.

Developer

Sorry if the controls were too awkward for you. Glad you had fun though.

Submitted (1 edit) (+1)

Nice work and a great example of how much you can get a really great looking game with 1 bit graphics! I really enjoyed the overall way the game made me feel.
At first I wasn't sure how I felt about the battles auto resolving but I found that there was a lot of fun and strategy to be had just by planning out your route and making sure you were in range of hearts should you lose some health to an enemy encounter.
Congrats on your submission!

Developer(+1)

Glad you enjoyed it! Thank you for taking some time to play my game.

Submitted(+2)

I really like the atmosphere of the game! I really think the game would benefit from a volume slider though. Overall very nice 1 bit game!

Developer

Glad you thought it was good. Sorry if the audio bugged you. Do you think the game was too loud/soft?

Viewing comments 23 to 4 of 23 · Next page · Last page