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A jam submission

Chance Dungeon GMTKView game page

First ever game, not completely done but playable enough, all feedback is welcome:)
Submitted by braulee — 29 minutes, 32 seconds before the deadline
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Chance Dungeon GMTK's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#39372.1332.133
Creativity#40112.3332.333
Overall#41472.2002.200
Presentation#43092.1332.133

Ranked from 15 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?
Dice control outcome. Number of enemies spawned, damage, path taken, etc.

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Submitted (2 edits)

Semi-on-the-fly comments:

  1. Controls are QWERTY-only instead of layout-independent, BUT arrow keys are enabled.
  2. When dying on spikes, you can still move for a bit and the collisions are still counted (as can be seen through the sounds).
  3. Oh, double jump! (Discovering it after first fall trying to dash over the second hole/pit. XD)
  4. Third pit: I went down wondering what was there; it would be a good thing to let the player see what is coming. (I could not see either the spikes nor the right ledge.) This might be caused by the small navigator window though; with a bigger game screen, it would already be solved, I think.
  5. Oh, is there music, although very low? Not sure.
    I think there is! You should definitely adjust its volume. Beautiful soft ambience music! :)
  6. Maybe some health indicator would help the player.
    PS: I had missed the exact passage where you mention it on the game page… X) Sorry!
    PPS: in addition to having those resolution (and sound, and so on) issues, navigator versions apparently tend to attract ‘fickle’ players that give little consideration to the game and will not take much time to understand it nor to review it through a written comment. This is something I discovered only very recently!
  7. Ah, dying against goblins, I understand the green crystals are checkpoints! Some sound or animation to show the player that he has activated the checkpoint would help.
  8. Sometimes, after respawning at a checkpoint, you get sent back to the checkpoint when you move a little.
  9. After two dice, in the lower corridor below a door, I see two small white dots aligned horizontally; I do not know if this is on purpose (as an indication) or unintentional.
  10. I like the idea that there are multiple possible paths.
  11. I am curious as to how the dice operate the doors! Is it based on parity? Maybe you could find a way to tell the player. Or not, after all, this is not necessary…
  12. I suspect you can entirely bypass the enemy generating dice by simply jumping over their buttons.
  13. When jumping, touching a coin is counted as a solid collision; I think the Mario-like version of not being repelled is more pleasant, although this may depend on players’ preferences.
  14. I notice some pixels from the last image of the exploding animation stay there for a bit. Either the animation has some extra frames to delete, or the explosion should be destroyed a bit quicker.
  15. Oh no, a door! <:o Retracing my steps and going into the last pit I encountered: alas, spikes… <:( So, this may be one the dead ends you mentioned on the game page, and the end of my journey.
  16. If you could tell me what the end of the game is, I would be grateful (I am curious!). :)

Conclusion: I like the idea of the multiple-path dungeon, though the dice-controlled door. As for the enemies, I think you should find a way to force the player make them appear, or give an incentive to do so (for example, rolling the dice could result in bonuses too). There are also several little bugs that may be annoying but which I am sure you can do away with, given some more time. :)

And I like the soothing and mysterious atmosphere of this little caped guy with soft piano ambient music, well chosen. :)

IDK how to get pat the 3rd jump.

Submitted

Good game. I could see the health bar (you mentioned in the game description you were having trouble with it). More clarity on what is happening would be good. Such as explaining what your goals are for the game, if enemies are taking damage, and what the blue bar was (I figured out it was stamina). You could also move all the UI in the same place. The game worked well though, good job.

Submitted

Great first attempt, especially as a solo! main character and enemies look decent. a good variety of movement mechanics. Has a menu and a sound. The dash would have been better if it lerped between the two areas rather than setting the point instantly and I did get stuck half away through a jump as it seemed too high for a double jump and dash to get past. I'm sure you learned a lot through this so take it all in your stride for the next jam :)

For a first game, It's impressive! I like the scope! You did so well for 48 hours! Although, certain aspects can get time consuming. I die and respawn, and then I have to slowly drop down where I left off. The jumping tutorial area at the beginning was almost impossible. You had to be pixel perfect to get across the last jump before the actual dungeon. Also, I found a way to clip out of bounds with the dash. I could skip a big portion of the dungeon. But overall, great first game!

Submitted

very good attempt at a first game. obviously your first but my first wasn't as good as this! keep it up!

Submitted

very good attempt at a first game. obviously your first but my first wasn't as good as this! keep it up!