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A jam submission

Empty DungeonView game page

Build your own dungeon path with only one tile at a time
Submitted by knox777 — 5 hours, 45 minutes before the deadline
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Empty Dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#2454.2004.200
Design#7643.3433.343
Overall#8043.5333.533
Adherence to the Theme#14033.0573.057

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 20 to 1 of 23 · Previous page · First page
Submitted(+1)

Nice game

Developer

Thank you for playing! :)

Submitted(+1)

Very interesting concept! =) I enjoyed playing the game a lot! Rated!

Developer

Thanks for playing :)

Submitted(+1)

An interesting idea.  It felt a little too much like a guessing/memory game, but I would like to see this concept expanded.  It's neat!

Developer

Thanks! I will try to improve the guessing/ memory aspect of the game.

Submitted(+1)

took me a game over to find out that the goal is not to uncover the whole screen XD.  

But apart from me being a moron, the idea is nice. 

Developer

Thanks for playing! Maybe I should have clarify that in my game. 

Submitted(+1)

An interesting concept indeed. Unfortunately tile pointer control feels kinda untamed, but that's fine, I was able to beat the dungeon. I'd love to play more levels, so carry it on please :)

Oh, and kudos for using Love2d, I've used it too in my entry <3

Developer

Love2d is great! And I definitely need to tweak the pointer.

Developer

The post jam version has been uploaded, and it has two extra levels (a maze and a puzzle), Check it out if you are interested :)

Submitted(+1)

Wow nice idea! I think you could build on that idea perhabs some more clues where the path goes

Developer

Yeah thanks! There definitely need more indication on where the player should go. In the post jam version, some tiles has arrow and number on them.

Submitted (1 edit) (+1)

Cool concept and a fun game. Felt bit short, but it is understandable. I liked how you used "perimeter" textures to tell where the walls begin. Art design and music go very well with together.

Developer

Thank you!

Submitted(+1)

This was fun! Really cool idea, it probably needs something more to be a full game but as a game jam thing it was perfectly enjoyable!

Developer

Thanks for the feedback

Submitted(+1)

I like the concept of building dungeons. Maybe it'd be cool if you then had to play through the dungeons you built so then you're incentivised to go for chests or place hidden weapon tiles. It is kinda random though so there's no reason not to put a tile anywhere. Maybe a minesweeper mechanic where it tells you how many spaces away something is? 

Just thoughts for the future, good job on the jam.

Developer

That is actually a really cool idea that the player has to play trough the dungeon they built. And funnily enough, I actually have a level in the post jam version that is based on minesweeper. Thanks for the feedback

Submitted(+1)

Hey, I really quite like this concept. I wanted to do more levels and was disappointed when there wasn't any more, but that's a good sign that you created a cool thing within the jam's timeframe! I really like the music and artstyle. 

Main thing though is that I don't quite get how this fits within the jam's theme. Other than that the cursor highlighting a tile I could click on was at times a little laggy/unresponsive, so it was difficult to tell if I was being blocked or if the game was being a bit slow.

Good job overall, though! 

Developer

Hey, thanks for the feedback. I will be posting a post jam version with more levels.

"In many games like legend of zelda or binding of isaac, player usually get the full view of the room upon entering. In my game, you start with only one tile and you build your path with only one tile at a time. Hopefully that makes sense for the theme" Now that I think more about that, it is probably not fitting the theme very well.

The cursor is only highlighting a tile if your mouse cursor is on a tile that is clickable which makes it seems like laggy, I will need to find a way to fix/reduce that. Thanks :)

Submitted(+1)

I really was hoping for a bit more from the game once I beat the first level, I was pretty disappointed that there wasn't more content to sink my teeth into! But that should be a compliment! It's a super fun concept with lots of potential! I do think that it would be nice if you made it more mine-sweeper esque in the sense that it's completely up to trial and error as to how you perform. Adding blocks giving hints to what's next to you/how close you are to a wall to balance out a bit of RNG. I also didn't quite understand how it fit the theme of the Jam unfortunately. But it was a fun to try out!  

Developer

Thanks for playing. Definitely agree with you. In the post jam version (which will be uploaded after the jam), there are actually levels with number or direction on the ground, and the player has to use it to move around and solve a puzzle. 

In many games like legend of zelda or binding of isaac, player usually get the full view of the room upon entering. In my game, you start with only one tile and you build your path with only one tile at a time. Hopefully that makes sense for the theme.

Submitted(+1)

I see! I think the game is kind of stretching the bounds of the theme still -which isn't bad in itself however- I can see how it would start out as an idea coming from the jam, but it definitely fits better as a standalone title than trying to adhere to a "only one" theme how I see it. But I do really like the game on it's own. I'll definitely play once the post-jam version is released! Really good work. 

Developer

Now that I think more about it, I can definitely see how my game does not fit the theme. It is too late to change any of that now, but I will be more careful in my future game jam. Thanks!
The post jam version has been uploaded as well, and it has two extra levels (a maze and a puzzle), Check it out if you are interested :)

Submitted(+1)

First off, it's really short! I understand that it's a 48 hour jam though, but maybe a good amount of levels should've been a priority. I also don't really see how it relates to the theme.

Another problem I see is that the gameplay is sort of trial and error, you can somewhat tell where the walls might be based on the graphics, but where the chests are is not so clear. To solve that, you might have some sort of indication next to the chests, maybe make the tiles next to the chest gold or have some sort of symbol on them. It doesn't solve the issue entirely, but it makes the player more likely to find the chests, without giving away their exact position.

Anyway, I would say this is quite original. The closest thing I could compare it to is one of those pipe connecting games where you have to make water or whatever flow from one end of the level to the other.

I like the visuals, and the music and sounds fit in with the aesthetic.

This is not a bad idea, but again, I just wish it was longer.

Developer(+1)

Thank you once again, I will definitely put more effort into creating more content for the next game jam.

Submitted(+1)

Very original concept! The pixel art was also really beautiful, I loved it! I would really like to see this game with more types of tile and randomized rooms.  Short, but charming!

Submitted(+1)

I saw that you have already a new version with extra levels, can't wait to try it :D

Developer(+1)

Thank you! I will be uploading the post jam build tomorrow. And I really enjoyed your game too!

Developer(+1)

The post jam version has been uploaded, and it has two extra levels (a maze and a puzzle), Check it out if you are interested :)

Submitted(+1)

Hey! I just played the new version and I have to say, I loved it! The new rooms are very interesting and making the number of tiles persistent gave a cool motivation to explore the beaten levels a little more. Also, the numbers on the last room really gave a new depth to the game. I think it could be a nice if you could choose between restarting the level with the same amount of tiles or going to the previous level and tryi to get some more (specially if you decide to add more levels in the future). Just one little, but important detail: The color of the numbers relative to the blue key in the last room are very similar to the tile colors. As a colorblind player, I could barely see them, really. I spent some minutes wondering why there were only red numbers haha. Well, I enjoyed this new version even more than I expected. Congratulations! I hope to see more games from you in the future ;)

Developer(+1)

Thank you for playing and taking the time to give a feedback! It means a lot to me.

Restarting the level and going back to previous level are some interesting idea, I will definitely consider adding them! Sorry about the color, I didn't think of that while I was making the tiles. I will do some research about the color and try to fix it, maybe using pattern instead of color would be better.

Thank you once again, and I also look forward to play more games made by you in the future,

Submitted(+1)

I did not completely understand how it fits the theme, but the Idea is really cool, I solved it on my 1st attempt but went back to check out what else the level holds!

Also I ran into this error when i 1st launched it haha 

Developer

Thanks for playing! In my game, you start with only one tile and you build your path with only one tile at a time. Hopefully that makes sense for the theme. The bug is interesting, I have probably run my game 100 times now and never encounter that issue. It is kinda hard to fix it when i can't reproduce it.

Submitted(+1)

For how short this game is, I left feeling like I could see a looot of fun potential in just what was here. More rooms, more kinds of obstacles, maybe even some kind of trap that blocks off progress in a certain radius.

One thing to consider if you further development is how the player makes their choices on where to lay down tiles, especially when they get to the middle of the room where they can go in any direction. A good solution might be to make (some) treasure visible to breadcrumb the players through the level, but I can see how that might not slot into your original design. Still though; working through it through trial and error probably has limited value to the player over longer playtime.

I really enjoyed this concept though, and I hope to see more of your work before long! Well done!

Developer

Thanks for the feedback! You have a point and I will definitely need to find more ways to lead the player in order to reduce the frustration from trial and error.

Submitted(+1)

Very fun and original concept! Would love to see this developed further and to have more levels.

I quite liked how you can tell whether you are at the end of a wall or not when running into one. It makes it easier to try to get around the wall without having to bump into it repeatedly or get frustrated. I think something similar to know when your close to chests could help that feel less random.

Great job! I can't wait to see where this goes.

Developer

Thank you!

Submitted(+1)

A bit short but a whole room to explore! It would be cool if there were some kind of special hidden treasure ;)

But how ever it is a nice short game :)

Developer(+1)

Thanks, special hidden treasure is a good idea! I might add that into the game in the post jam version.

Submitted(+1)

Really a cool idea, it's just sad that there is only one quick level

Developer

Thanks for playing! I already have a post jam version with some cool levels in it. But I can't upload it until the jam is over.

Developer

It has been uploaded, and it has two extra levels (a maze and a puzzle), Check it out if you are interested :)

(+1)

I was really hyped up for this but it's really really really short, and it doesnt seem to be randomized, theres little to no strategy in it besides blindly choosing a direction till you hit something, just sad with this look it wasnt something more.

Developer(+3)

I was planning to add more levels/randomize the level but unfortunately I didn't have the time. The first level is purposely made to be easy (no strategy involved) and let the player get familiar with the control. Second level was supposed to introduce door, switch, sign post so that player have to prioritize where to go.

I also spend way too much time polishing the game (making the start menu, victory screen, and the point popup) when there is no content, definitely learnt my lesson there.

If there are more people who are interested, then I will update the game in the next few weeks.

Submitted(+1)

Start menu and end menu can be secondary. For my game, I only showed a message at the beginning and end because I didn't had the time to do it. Still you made a good job for what you have done

Developer

Thanks. For sure, next time I will ignore the start and end menu until I have free time to work on it.

Developer(+1)

The post jam version has been uploaded, and it has two extra levels (a maze and a puzzle), Check it out if you are interested :)

Submitted(+1)

I really tried to run this on my linux but couldn't get it to work. I failed compile the specific Löve version 10.2 you used and the only package or executable to download was version 11.2.
So I tried running it in 11.2 but got the following error:


I'm unfamiliar with Löve so I can't tell if it's a version problem or an issue with your package.

Your game sounded interesting though. A shame I couldn't get it to work :)
Developer

Sorry about that, I should have used the latest version while doing game jam. On the love2d homepage, there is a "Other version" link where you can find all the previous version of Love2d (including 10.2 linux). Here is the direct link: https://bitbucket.org/rude/love/downloads/

11.2 changed a few of the functions I used, that is why you couldn't launch the game.

Submitted(+1)

I'm having the same problem. Would it be alright if I poked around and tried to get it running on the latest LÖVE version?

Developer (1 edit)

Sure, the love2d file is actually a zip file, you can rename it to make it a zip file. Then, you can find the Dependencies.lua file and change two line of code to fix this issue: Add 'stream' or 'static' to the love.audio.newSource method as a parameter like so:

  • ['bgm'] = love.audio.newSource('sounds/Out of my dreams NES.mp3', 'stream'),
  • ['score'] = love.audio.newSource('sounds/Pickup_Coin.wav', 'static')

Once you change the code, rename it back to .love file and you can run it. I actually already fix it and ported everything to 11.2 version but I can't upload it until the jam is over.

Viewing comments 20 to 1 of 23 · Previous page · First page