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A jam submission

Stay TrueView game page

Dungeon of Authenticity
Submitted by Petra Emmerová, Eliška Suchardová, Falcosik4, Jirka Mayer — 8 hours, 31 minutes before the deadline
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Stay True's itch.io page

Results

CriteriaRankScore*Raw Score
Controls#23.9263.926
Overall impression#43.8153.815
Fun#43.6673.667
Music & Sounds#53.7043.704
Theme#83.5933.593
Visuals#84.0374.037
Innovation#122.9262.926

Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

This is a great game. I love, how it transforms the same puzzle into a different one just based on your alignment. The only thing missing for me, was a different aesthetic for the doomslayer mode. After trying out the pacifist route, I hoped that doomslayer will give me red hair and “BFG division” starts playing. :D

The checkpoints were confusing, but that has already been addressed. The doomslayer route was a lot easier than the pacifist route, which is to be expected. It reminds me of some stealth games, where you can go quietly or loud. One interesting thing is, I instinctively hid from sight at the beginning, as I thought enemies would run at me when they saw me. But I quickly discovered that is not the case.

Submitted

oooh how I hateloved the enemies which waited for a few seconds on one end of their patrol route but did not on the other one :D I love the art style, especially the main character is relatable for me personally. The doomslayer vs pacifist choice has potential to create much different gameplay styles and that's cool. I think it would have been fine to make the checkpoints actual checkpoints, you know to BE NICE to some of us reckless peoples :) . You could add it as second personality test option where you ask if you are hardcore enough to play without checkpoints, so your original difficulty design is still preserved. Great job overall!

Submitted

I'd like to commend this one. It looks very well put together and functioning.

I'd like the checkpoints to be actual check points. 

I'd enjoy the game more if death didn't end the game outright. Also as a Doomslayer if you put a bomb near an enemy and then cross a checkpoint before it dies it subtracts a star. I know its obvious, but you made the controls so good I just want to be running arounds headlessly placing bombs everywhere. 

Which neatly brings me to another point. Why just 50 bombs? If you had a certain ammout per room (before checkpoint) I would kinda understand it but 50 just sounds very random. I haven't been able to finish the game (cause I was running as a luntaic placing bombs everwhere) so I don't know if the limit of 50 means you cannot waste one but that sounds like a challenge run mechanic and not a base game one.

Overall I really like how the design fits together. It controls well. So overall very happy.

Developer

Thank you for the feedback. We are glad you enjoyed our game :)

To address your points:
Regarding the checkpoints,  we probably should have named it differently to avoid confusion. They are there only to check whether you are a proper Doomslayer and do NOT serve as a respawn point.  We felt like it would be too easy with actual checkpoints.

The limit of 50 bombs is there to force you to think carefully about the placement. With that said, 50 should be plenty enough even if you don't play the optimal run.  We keep the best score so you can always try to beat the level again using fewer bombs. However, I understand the Doomslayer's urge to just run wild placing bombs everywhere :)
Submitted

What I often notice about us developers is that we worry the games we make will be too easy.

However I feel like making it easier -> with respawnpoints in this case is a better choice in the sense that people who want a challenge will try to complete it deathless ->if there weren't jam time constraints I'd implement an ironman mode that allows for challenge runners.

Same thing with the bomb count -> I always think its better to reward player for playing optimaly rather than punishing him if he doesn't.
In this case if a person finished a game he'd get bombs used counter. If a person was serious in being challenged he'd try to limit himself.

You could even have like a system that bombs used would correspond to how many stars will the player get on victory screens.

In this way you open the game to people who just want to mess around ->like me after reviewing 15th game in a row XD.

I really enjoy how the game plays I really do think that within  the scope of the time you had you made an incredibely well put together one.

Most popular games are the ones that reward freedom rather than pose restrictions. An example that comes to mind is Portal -> you aren't limited by ammo of the portal gun. The level resets quickly if you fail and you don't need to play the entire game over if you do.

I don't want to sound like a jerk who thinks he knows better than you. Of course not. My game barely compares. But I feel like a lot of people worry that making a game easier is bad while often its the opposite.

Submitted

L o v e this one, I gave up on trying to finish it, it requires a lot of brain effort - I like that though. The artstyle works very well and I am enjoy how the tutorial narration is showing character. 

Submitted

A charming challenging game! Love the fact that both pacifist and kill-em-all options require a very different approach on the level. Great work!