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A jam submission

Dungeon BzzarView game page

bazaar
Submitted by Trollmeister — 1 day, 11 minutes before the deadline
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Dungeon Bzzar's itch.io page

Results

CriteriaRankScore*Raw Score
Looking Good#143.0003.000
Sounding Good#152.8572.857
Theme Relevance#192.5002.500
Fun To Play#192.1432.143

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit) (+1)

rating done, but where is the fight screen, does it need to load a level like in our game

Developer

Thanks for playing. Garvin gets to fight when he enters the dungeon. The fight screen is very simple, you may have missed it, but it's there. I will try to make some improvements in that front. The game  is all in a single package. 

Developer(+1)

Thank you all for the great comments! I did not have time to complete everything that I wanted to within the game jam time limits, so I will take your points and try to make improvements later on.

This is what I originally wanted the game to be (way too ambitious, as I quickly noticed):

  1. I want customers have XP leveling system, which affects their stats and ability to take on higher level enemies
  2. GUI needs to look better and offer help to explain concepts. Screens also need better transitions
  3. Bazaar area needs to feel more alive (occasional dragon roars, screams, smoke, customers covered in soot...)
  4. I want to have more customers with variety of weapons and accessories (Customer queue should take care of the walking issue)
  5. I want battles to be a bit more nuanced (details still under consideration)
  6. I want customers mostly take care of their own battles, and they would not ask for battle assistance for low level enemies like rats
  7. I want loot system to be a bit more nuanced, rewards should increase in deeper dungeon dives
  8. The bazaar needs to have more items to sell (weapons, armor, rings, pendants, potions, bombs, traps etc.)
  9. The bazaar should also sell food rations, and their quality affects customers' stamina and how far into the dungeon they can reach (so number of completed rooms would no longer be random, like it is now)
  10. Items have a weight, which affect customers' carrying capacity and food consumption
  11. Old weapons can be reforged, and with certain rare ingredients they can become something special and able to help with higher level enemies
  12. Some customers can be very poor but extremely capable. In those cases you might want to borrow your best weapon and get a cut of the profits
  13. However, a failed expedition can result to quick retreat and lost equipment... Let's hope that customer wasn't carrying anything you borrowed!
  14. Having commercial space in a dungeon isn't free! You need to make enough profits to pay the man, and larger selection of goods requires lots of expensive real estate
  15. And finally, I need to balance all of the above, so that game loop works (that's probably the toughest part)

I have some other ideas, but I want the game to fit into casual category. Also, I'm just starting with game development as a hobby, so it's better to avoid complexity at this point.

Wish me luck, and send me ideas, especially if you think there's something important missing! :)

Submitted

I'll definitely give a follow, its a really cool idea and if you flesh it out I'd love to see your more "finished" version!

Submitted(+1)

This was a really cool concept, i was pretty excited to try it. The idea is great and the leveling/mob generation is really cool. 

I struggled because seems like nothing to do in the beginning as the shopkeeper other then wait for them to be able to upgrade the axe. Plus the long animation make the grinding less fun. Needed some early purchases.  Gotta hook me early you know aha.

Great job, I'd legitimately love to give it another try if you go back and polish it. 

Submitted

Interesting concept. I didn't realize I would have to control the adventurers; from the description, I thought I was the shop keeper and they came to me. I also agree with others that the animations were too long for the gameplay; if we were simply the shopkeeper and the adventurers came in and walked up to the counter in line and stuff, that would justify their animations but not when I have to sit and wait on them. Great job with the concept!

Submitted

The concept is really good! it's a shame the animation takes so long, and you really have to grind for gold; I was able to get only 27 gold before I gave up. With some polish and balance, this could be a hit!

Submitted(+1)

I got myself into a slight pickle by mashing the Execute & Equip button... -841 gold!

I like the concept of the game a lot! A full game with lots of adventurers seems like it would pretty fun. :)

Sometimes Garvin comes back on his own after a fight or two, other times he'll go until his health depletes, I'm not sure what influences this. He also seems to be immortal!

As it is right now, it takes a really long time to afford the first upgrade. Many trips walking in one door and to the counter, just to be sent out to the dungeon without any improvements. Aside from how grindy this is, the cheapest upgrade of Sharpening and Maintenance doesn't actually change the results; rats always die in a single hit, everything else will still need at least two hits outside of a critical strike. Which means grinding twice as long until the second weakest enemy can be defeated in one hit. This might be bearable if there wasn't so much time waiting to move from the left door to the right.

As I said, though, I do enjoy the idea of the game a lot! If the first upgrade could be bought after one trip to the dungeon, and that upgrade allowed for the next trip to the dungeon to be more profitable, then you'd have an addictive gameloop. (Maybe with less walking, though.)

Submitted

That's crazy you guys managed to do this level system!

If felt like too long to get back gold but everything works nicely!

Love the 3d knight and waiting area.