Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Dungeon DeckerView game page

A dungeon that grows with every run. Can you escape?
Submitted by damnedestfellow — 11 hours, 49 minutes before the deadline
Add to collection

Play game

Dungeon Decker's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#14993.5913.591
Overall#28903.0613.061
Enjoyment#31652.8182.818
Style#38622.7732.773

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The dungeon is built by the player, and it grows in scale with every level.

Development Time

96 hours

(Optional) Please credit all assets you've used
See description for full credits

Leave a comment

Log in with itch.io to leave a comment.

Comments

I like this game! The simple goal of searching for the sword in each dungeon is a stroke of genius. It means at the start of each level, you are powerless and in a lot of danger, but when you find the sword, you get the catharsis of returning to all the areas you sneaked through and destroying all the enemies! It's kind of like getting the item midway through a Zelda dungeon, where things open up, except your barriers are mainly fear.

The controls are a bit iffy, with you getting stuck on corners frequently, and the hitboxes on enemies are unforgiving, but somehow that genuinely added to the tension! There are situations where I didn't know if I would make it past an enemy, and that made success feel better than it would if the controls were more reliable. Who would've thought?

The level design is good too, especially in areas where you have to get the sword. In the Dark Pantry, I had to weave between two hand-creatures to reach the sword, then turn around quick to hit one before it got me! And in the Chapel, I was low on health, so weaving through several waves of mummies was fun and tense.

Great job! Overall this game is simple mechanically, but it makes up for it with great design. Also shoutout to the beautiful explosion .PNGs :)

Like the concept. Not very easy to play, but had fun with it.

Like the concept. Not very easy to play, but had fun with it.

Like the concept. Not very easy to play, but had fun with it.

Submitted

I enjoy the zelda-like vibe you've got going on. The random room mechanic is a neat twist on an old format. Thanks!

Submitted

Really cool concept! Really difficult though (or I just sucked at it) sometimes the enemies spawn really close to the entrance of a room and they killed me before I  could react.

Submitted

Game scales up really good! And the style is so charming
Don't know how many times I died switching room, but it does make me want to retry and improve!

Submitted(+4)

This is no business being this good. Such a great conscept and wonderful execution. It’s a genre i haven’t seen done like this before!

Submitted(+2)

Feels old school in a good way. Would have liked if I didn't so easily get stuck on objects when moving around, though.

Submitted(+1)

Very interesting concept! The idea of building a dungeon from a deck of cards is great, would've loved to see more variety from each "set" of cards to mix up gameplay even more! Unfortunately I got stuck on the wall of a room and couldn't progress further, but loved what I saw so far, really great job!

Submitted(+3)

An incredibly cool concept for a game. I love the idea and structure behind this game. Making the player pick the rooms they want to go up against is such a cool idea for a dungeon crawler.

Presentation: the game is super clean and readable. Not only that but the rooms can easily be told apart once you start to know your way around. Enemies are always very easy to identify,  My only feedback here is that the greyed out UI could be slightly more grayed out, as a few times I misunderstood the UI and thought I had gear that I did not in fact have. One more note of praise before I move on though, I really love how easy you made it to grasp the core mechanic and how you explained picking rooms based on the very understandable and legible icons. Really great stuff.

Creativity: As I said before, I think the core mechanic where the player builds their own dungeon is really interesting and it is very well executed here. It almost feels a little bit like a rogue like meets a choose your own adventure game and honestly how could that ever be a bad thing. Really cool!

Enjoyment: For the most part, I found exploring the dungeon and dodging/fighting really enjoyable. The player attack feels nice and punchy and is really satisfying. However, as feedback, I think the collision boxes are a bit wide in many areas, and the enemy hitboxes are also on the big side. On more than one occasion I got snagged, or misjudged my safety from an enemy because even though i thought I was out of the way, I apparently was not. Despite some hitbox trouble though I never found it annoying because level exploration and filling the map is so fun, and death/respawning is so quick that it hardly matters.


Really fun game with a great core mechanic, that was very well execute. We love to see it.

Great work, hope you keep working on this post jam.