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Dungeon Escape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #3 | 4.118 | 4.118 |
Fun | #7 | 2.941 | 2.941 |
Overall | #9 | 3.265 | 3.265 |
Creativity | #10 | 3.294 | 3.294 |
Polish | #10 | 2.706 | 2.706 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Talking points of your game
An unpolished dungeon escape game.
What assets were used?
Listed in Credits, used a few art assets from OpenGameAssets.com, and one from the Unity Store, as well as a Standard Asset from Unity's collection
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Comments
Solid FPS base, though you can jump through the ceiling :P
Game is pretty nice, love the different mechanics on different doors, though it became repetitive too soon :( good job though, it did feel polished and nice
Great effort and good start. Didn't have any issues playing it couldn't do the 4 by 4 puzzles felt like i was trying for 20 minutes on the same one. I found the player a little slow moving. Could benefit from some more things in the rooms to give it a bit more polish.
While it was not intentional, it was a part of the FPS controller via Unity's Standard Assets, there is a sprint option with left shift.
I do agree, in regards, to the 4x4 puzzle. It is removed on the next version, which will be updated after the Jam ends.
Polish would be good, though I lack art skills, so those are kind of on a limited basis. In the next installment, there will be a few landmarks added, specifically one in each of the more empty rooms to give the player orientation, and forms of reference to better get a feel for the dungeon itself. Though not a significant amount, given the fact that the purpose of the game is exploration and discovery, I.E. that the player should feel lost while navigating, but it was indeed perhaps too pervasive in the v1 of the submission. Thus the change in v2, due to be upgraded on 8/1/19, in the later hours.
Not a bad start!
Some of the controls were a little frustrating, in particular the "weak spot" puzzles and the mouse look responsiveness. It was almost like it was laggy even though the framerate was good. Also your ceiling could probably have colliders ;)
A little more work on the controls and some real models and you have yourself a pretty decent little game!
Yeah, I used the FPS controller from the Unity Standard Assets, which sadly, has a whole suite of features built into it. I suspect the camera issues might be because of that. It was a great option for going as far as I did in such a small amount of time, but yeah, it has it's issues. It worked more or less as intended, but it was a bit 'heavy' for the limited needs I had for it. It did add it's own step sound effects and such, which helped as well, so I can't say it was a bad choice, but it would be a better option to make my own FPS controller if I expand the game much further Thanks for the tips, though. :)
I feel like the minigame with the squares could become a game on its own.
That's an interesting thought. xD However, after 4x4, I don't think anyone would have the patience to do so. I'm thinking of removing the 4x4 version, as too few of people seem able to get past it, nor explore without completing it. Probably since they don't 'know' that they don't have to get through that door to reach everything.
Yeah I won't deny that it took me forever to finish those puzzles. I sighed when I saw that 4x4 because I've always had trouble with rubix cubes and even the previous square challenges took me a long time. Regardless, I stuck through it and somehow beat it. It wasn't boring just kinda tedious. For people who didn't like it as much, they probably just got frustrated because they felt forced to do it and were focused on getting to the next room. That's why I think if there was a dedicated game to where people sat down and played the square puzzle (not just a 3x3 gird but with other stuff like levels with grids that had missing spaces or something of that nature), people would not feel forced to do anything and could just relax and solve grid puzzles.
Well, if it is something you'd like to explore, I'll gladly not stand in your way. :) Feel free to make it! I might look into it, but I've got so many lines in the water at this point, and I'm still rather inexperienced designing puzzles even in small scale like this, that it won't be anytime soon if I did. lol
This was a sick puzzle game. I didn't mind not having a tutorial or anything it was kind of similar to 'The Witness'. One of the games I've enjoyed the most, thanks!
I'm quite glad you enjoyed it so much. I was hoping to avoid instructions as much as possible, to make it a more of an exploratory experience, but I think going for that with an audience that is looking for substance probably wasn't the best approach. lol
Yeah I preferred the way you went about exploration. I guess the only troubling part with it was that the maze started to look the same everywhere so a few landmarks would of been great but given the time constraints it's understandable haha.
Yeah, in the updates I'm prepared, I'm placing a distinct addition to four locations to give some semblance of awareness to where you are or where you've been, four statues that give each room a distinction, as well as a semblance of direction. Leaves the player still having to manage their location through memory, but gives them some clues as to how to learn the layout without having to retain all of it on an imaginary layout, they can essentially 'map' from any of the statues and get a vague idea just by exploring. I think it'll help a lot, just hope it doesn't make things too easy, and lose it's discovery appeal.
its a good game, maybe need to be polish (there are a lot of empty big room) but its fun so congrats
Thank you. :) I'm quite glad you enjoyed it. I have been considering the layout, the dungeon itself is intended to be somewhat labyrinthine in nature, but I think having something unique in each big room would actually give the player a better sense of where you are, without being as in your face as a minimap, or a compass. I wanted it to be a 'lost' feeling, but it might've been a bit too much, with the lack of debris other than gameplay related.
The game left me lost, I don't know what was happening, nothing was explained. I didn't know what to do and I had no reason to want to do anything.
lol I haven't played it yet but your comment made me laugh
Yeah, the balance of the information was intentional, albeit done poorly, but intentional. Some things needed explained, but part of the experience was the sense of having no information, thus the lack of map, or orientation. You were meant to be lost. The objective was self explanatory with the mundane name, though the motivation to do so was certainly not explained. I tried to give it a bit, if you look at where you begin, you fall in through a hole. Not exactly narrative in scope, but the idea was to allow you to observe your surroundings, and try to figure out how to get out of this strange and confusing place you've found yourself in. The minigames in particularly needed more instruction, or perhaps a title bar to indicate what you were doing. I noticed after I submitted that it would be easy to just grab the lockpick object without much consideration, and then when you interact with the lack of door image, you'd be thrust into the puzzle, instead of interacting with the door, finding out it's locked, and then interacting with the lockpick which tells you that you can now open locked doors.
I quit while doing the 4x4 grid puzzle. The game needs to explain this puzzle to the player, and more importantly assist the player to know what they should be doing. Its an interesting idea, but I dont think its getting the deserved light that its currenty getting. Dont get me wrong, I understand what the puzzle is doing, Im just not able to hold that much information in my small brain to be able to comfortable click on the right squares with certain confidence, it feels a bit too random, and brute forcing it seems to do much much faster. (its often noted that people dont like to put in effort into thinking too much with certain tasks when another option with less effort is possible).
The general trope of running around a dungeon and solving to progress is fairly spot on, with various key and door mechanics spread around encouraging progression for the player. 5/5 on theme for that. Game is fairly polished, theres not much to innovate or implement here, its all fairly standard.
Overall, the grid puzzle mechanic should be either studied a bit more to figure out if its a good fit, or to replace it with a near equivalent. The other door unlocking mechanic where you predict the circle on a vertical line is pretty easy to pull off, and easy to understand. Theres not a lot of room for error, you either click on time, or you dont.
I think the grid puzzle actually fit the theme of lockpicking, perhaps not compared to other lockpicking games, but in the sense of trying to maintain multiple other factors while adjusting further and further. Though you are absolutely correct in needing more time with it. I failed on the 4x4 constantly, only beat it twice, accidentally, and with luck after resetting it countless times. I should've just not done the 4x4 version. It was an unnecessary door, to maintain the illusion of being lost in a labyrinth, that's where I put most of the 'hard' puzzles. I tried to keep to the idea that easy puzzles introduced the mechanic, medium puzzles (3x3) were for progressing through the dungeon, and the hard puzzles would either be 'another' entrance, or access to one of the three collectibles that would determine the ending dialogue.
I don't really know what happening here. I can see where you're going with this, and you've done a good job with it. I don't really know how the square puzzles work, and I found them a little frustrating. I think this could be better with a little more work though Good Job!
Come tomorrow evening, feel free to try it again. :) I'm updating it to offer a bit more instruction in regards to the puzzles. The narrative is meant to be sparce, but hopefully, it'll be better with the coming update.
Will do!