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A jam submission

The Crypt of Severus(Jam Version)View game page

A trap setting dungeon crawler
Submitted by lax919 — 32 minutes, 49 seconds before the deadline
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The Crypt of Severus(Jam Version)'s itch.io page

Results

CriteriaRankScore*Raw Score
Audio#33.5003.500
Visuals#33.8333.833
Completeness#33.6673.667
Innovation#43.5003.500
Overall#43.4673.467
Fun#52.8332.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I had a great time playing this. I love the 2-phase game play. The first phase game enough time to explore and prepare at my own pace, and the second phase still turned into a frantic rush to kill the zombies. The ominous glow of the red markers on the tombs, the music, and the lighting really set the ominous/undead mood. The lore at the beginning is a great touch.

Submitted (1 edit)

The art for this game is pretty well-polished! While some of the exploring felt a bit tedious, the subtle design of having players to light their way through their path was cool!

The controls felt like they were a bit cramped, but the tools available to the player (while paling in comparison to the regular attacks) were decently varied and interesting for escape planning; I only wish it did more.

Overall, the world-building, art, lighting, and mood of the game was great, especially paired with the feeling of exploration!

Developer

I'm glad you liked the art! That was kind of a big focus for me in this jam so its cool to see that it was noticed. And if i work on this game more, i definitely want to change the control scheme as other people made similar comments. Thank you though for the feedback!

Submitted

This game has a clear goal, great atmosphere, and a great amount of polish.

First I want to talk about the art. I think the art is really well done and everything fits together well. The sprites are well animated and everything feels pretty alive. Also, URP is also a great addition to any 2d game. I did notice that some of the walls didn't stand out well against the floor which was a bit annoying, but once I knew to look out for it I was fine. Overall I like the variety, and it builds a great settings.

Next I want to go over the audio. The music's a great fit and creates a spooky but exciting feeling. The sound effects were simple but clearly convey what's going on. The silence on the title and during the intro are a bit off putting, but not a huge deal.

Last I want to go into the actual gameplay. I think the intro is nice touch (but be aware that wall of text will usually be skipped over). The calm beginning the introduce the player to your game is nice, and the variety of tools I got access to was cool to see. Although, I wasn't a big fan of the controls, and found myself just holding shift most of the time (It was also annoying to try and open a chest, but accidently use an item as well.). There's a lot of keys on the keyboard, don't be afraid to use them.

Additionally, while I like the concept of the traps, they run out fast and are tedious to use correctly. This often leads to me just punching things slowly to death.

One last thing to note was with the movement. It felt a bit slippery overall, and the player "jumps" when changing directions or going from stopped to moving, which caused me to get stuck on walls or bump into enemies on accident.

Overall, this game was very charming and one of the most polished entries. Cant wait to see what you all make next. (As usual) I apologize if this review was a bit much, but I'm doing this to all the games from this jam as I think critiques help us grow.

Developer

Thanks for the detailed feedback! The control scheme was a big complaint from everybody so i do plan on changing that should i work on the game more. I kind of figured some people would skip the letter info dump thing in the beginning, but i was kind of short on time so that was my bandaid fix for some kind of tutorial. I also definitely want to make traps a more important mechanic, so im glad you pointed that out. And the "jumping" when moving i think is an animation/art error on my part, but i think i can easily fix that. Overall, your feedback is really helpful and i really appreciate all the positive comments too!

Submitted

This was a very immersive! The game did a really great job at keeping me hooked and wondering what will happen next with the art, effects, dialogue note, looting and lighting torches. This build up of the game was very impressive and really cohesive in the gameplay. I spent time really planning trap setups and making sure I was prepared for what would come as it is emphasized very well. I was a sad to see that my traps hadn't saved in between rooms (or had no effect?) and really most of the spawning gameplay came from player attacks. It was short, but overall a really great experience to play!

Developer

I think your traps probably worked, but they worked off camera, which i realize now is a flaw i should fix lol. Glad you liked it!

Submitted

I thought the main concept behind the game was really interesting! It was a cool idea to have the player plan out their route and set up traps in preparation. I feel like the actual traps themselves didn't  play as big of a role as I expected, but it was fun to play nonetheless! The general look and feel was also pretty cool, and it was a nice touch to add torches for the player to light.

Developer

Yea i think i didn't make the traps as big of a mechanic as i wanted them to be originally, so im glad you pointed it out. Thanks for the comments!

Submitted

This was pretty enjoyable.  I liked the use of lighting; it really made me feel like I was exploring a dark ancient crypt.  

The critiques I have are kind of scattered.  For starters, there should be more contrast in the colors of the floor tiles versus walls and obstacles, that way it can be easier to see where you can and can't walk.  Second, I think the enemy pathfinding could've used more work—I had at least one enemy get stuck behind a torch.  I also didn't see any enemies pass between rooms to search for me, which would've made the combat and trap-setting part of the game more interesting, in my opinion.  Finally, I got a recurring bug where the camera wouldn't follow me into another room if I traveled between the two rooms too quickly. 

Developer(+1)

Thanks for the feedback! Yea, the getting the pathfinding to work the way i wanted to was a big pain and im sorry to hear that it was still a little wonky during your playthrough. Also, (even though it could probably be faster) the enemies will eventually chase you through the rooms if you wait long enough. And i thought i fixed that stupid camera bug! (oh well). Glad you liked it!