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A jam submission

Basic DungeonView game page

cute puzzle game
Submitted by David Yu — 3 days, 9 hours before the deadline
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Basic Dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#33.7503.750
Visuals(Graphics)#34.5004.500
User Interface (UI/UX)#43.7503.750
Sound/Audio#43.7503.750
Fun#133.2503.250

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://fleple.itch.io/basicdungeon/devlog/739339/basic-dungeon-devlog-1

Developer Feedback Questions
I think i need more advices on level sequence, i don't like it how it's now

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Comments

Submitted(+1)

note: i played until the hamster level

i'm usually pretty bad at these kinds of puzzles, but the way you laid out the levels made learning the mechanics and techniques really fluid! 

i feel like there could have been more exploration of the rope/pushback before switching over to the portals. it felt like more could be explored there. 

also, the enemies suddenly showing up and the game becoming turn based combat felt a bit sudden/not well tutorialized. if that's something you want to include in the game, i'd add it more progressively and give it greater focus / more levels to develop.

in the first few team levels, it felt like i didn't really need the dwarf. i think it would be great to focus more immediately on their synergies / how they work together. 

Submitted(+1)

I like the puzzle mechanic and it's very unique. The controls a bit counter-intuitive since WASD keys are associated with movement and not casting abilities. I think it should be something like 1/2/3 to choose ability (and switch to ability using mode), then WASD to use it (or ESC to cancel ability using mode), and WASD to move if there is no ability selected. 

Developer

Thanks for comment, generally i took control from “Binding of Isaac” where WASD is used to strike in direction and arrows to move. Im not sure about your proposal because of ESC in the middle. At the beginning i thought to make move as ability on 1, and just picking it can move with WASD/Arrows, but even this is don’t like. Anyway thanks for the feedback.

Submitted(+1)

I got stuck in with the wizard, right when you get three spells, I just can't figure out how to progress. The game feels a bit too slow with the first character, but then I really enjoyed how the wizard played, right up until I hit a wall. I think it's always good to have a gameplay video in the page if the player gets stuck or something. Then again, I can just be not smart enough, xd.

Developer(+1)

I agree that this game has issue with difficulty smoothness, will take it in the next versions. I suppose you stuck in “try fire” level, fireball can push barrels, after this you will have “harder” level, the key point of passing it is to portal fireball.

Regarding the video - good point, i will try to do it for next version and will see how it helps.

Thanks, for the comment.

Submitted(+1)

Nice game with a lot of potential. I liked the rope and knockback, which work well with pushing. I could infer how stamina and turn worked, but some explanation would have been helpful. Same for knockback range, enemy types, etc. The level progression was certainly good until the mine level, where it suddenly became very difficult. Smoothing this out would help.

Regarding the progression, one question is whether you intend to continue this as a puzzle platformer game with fixed set of levels, or as a tactical game with randomized enemies, objects, etc. This will determine the nature of the levels, restart mechanics, permadeath, etc. The core game mechanics would work both ways, but the enemies, mines, stamina etc. feel more suited to a randomized tactical game.

When I died in the mine level the game kept looping, with the enemies moving around until I restarted. In the portal level my browser simply crashed each time I tried to use a portal.

Good graphics and audio. Overall this is very neat. All the best!

Developer

Thanks for the comment. So you mean description of ability is too laconically? Agree, introduce mine ability should be less painful.

This game supposed to contain both puzzles and battles, but there is no random, just variability.

Good catch, i will fix when where is no player’s characters then defeated screen.

Im very upset and surprised that it crashed on portal, the game is not big and doesn’t require good hardware, im using godot 4.2 and mobile renderer, not sure why it happened. let me know please if you can your browser/os/ram/cpu/gpu, as i understand you also using godot, there were no crash before on html5 build? Anyway you can check portal with windows/macos build :D (unless you’re on linux:/)

Thanks, will try your game in the weekend, it deserves more time.

Submitted

I think some mention of stamina would be good.

Regarding the crash, I'm inclined to think it was some bug rather than a general performance issue, since it crashed at the exact same place twice, and other than that it was smooth. The machine config is decent I would think: Firefox/MacOS Sonoma 14.5/16GB RAM/8CPU/10GPU.

Anyway, I tried the Mac desktop version, and it works fine. So with the Wizard the game gets even better :) Lots of nice combos here. I'm right now at some Wizard level with 3 abilities.

Well done overall!

Developer

Bug might happened because of GPUParticles, i suppose it fails on striking portal and not opening it, right? i tried on macos with chrome and works fine, but a little freeze on first portal because it initializing particles(?). hope in the future html5 export for godot would be better.

Submitted(+1)

The art is very lovely, I like the kinda baba is you vibe and the soundtrack that makes me think a bit of undertale ..

I am pleasantly surprised, works with a controller .... oh no kinda, AWSD and Menus dont

clever puzzles with exciting good music .. about level sequence, yeah there seems to be steps missing between introducing new mechanics ... one thought I had is ... instead of moving to the next mechanic, bring bigger more complex puzzles that use the same already learned mechanics .... there is an amazing recent game that could also help you with level progression in this type of puzzle, see the analysis GMTK made a couple of days ago

Developer

Thank you, very valuable comment, i want to add controller support in future. For sure will check the video, hope it will help me to add/remove/update levels.

Submitted(+1)

I like the way you did the level sequences! I think they are okay in that way!