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A jam submission

Dungeon SonsView game page

Submitted by arguscypher — 14 minutes, 44 seconds before the deadline
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Dungeon Sons's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Implementation#542.5712.875
Graphics#582.4602.750
Gameplay#582.1242.375
Overall#682.0312.271
Audio#681.5651.750
Fun Factor#701.7892.000
Special Object Implementation#711.6771.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How is your game related to the Theme and Special Object ?
You are an evil wizard in a dungeon and you need to use cards to move and cast spells

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Comments

Submitted

I tried to 1v1 myself, it was a draw :|
You should recruit some redditors and organize a free for all tournament xD
Honestly though I'm impressed by the networking!

Submitted

Dang! That is some impressive technology stuff right there. I mean there's not much going on, but you basically made an MMO in two days, so that's something to be proud of.

FYI, though, it doesn't work in Firefox. But that's fine. Things break pretty often in Firefox.

Developer

Are you using it on desktop or mobile?

Submitted

Desktop. Mac to be specific. I do see the menu and I can change the color of the background, but I can't see the map or player

Developer (1 edit)

It's supposed to look like the cover image ( I am using FireFox on Windows). On Android the map and player don't display properly (textures look skewed ). I wrote the renderer from scratch last night, so I am probably messing up an order of operation or not calculating byte offset properly somewhere


Send me a screenshot of the console if you can, usually it will throw up errors there if you setup opengl options incorrectly.

Submitted

Haha, that sounds like a fun issue to debug. It doesn't look like a rendering issue, but I'm not sure. It works fine in Chrome, though.

Developer

Yep, was using a vec4 for color in the C++ code and was using a vec3 in the shader code.

Oh and I was changing the element buffer object data without a VAO bound. https://www.khronos.org/opengl/wiki/Vertex_Specification says you should not, though it still seems to work just fine everywhere I could test.