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A jam submission

Sunless Isle: Keep of the Mad MagusView game page

Submitted by Eigen Lenk (@EigenLenk) — 8 hours, 55 minutes before the deadline
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Sunless Isle: Keep of the Mad Magus's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#1713.3053.875
Authenticity (Use of resolution restriction)#2383.7314.375
Overall#2452.9583.469
Gameplay#2512.5583.000
Audio#2742.2392.625

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

Did you work in a team?
This was a solo endeavour, with all the good and bad aspects that come with that.

Was the resolution a challenge?
The resolution was not a challenge but there were technical obstacles to overcome. Back in July I started writing a raycaster, which became the basis for this game and even though it was basically working, there was a lot that was missing and needed to be developed alongside the game.

What did you learn?
Hopefully I learned to better estimate scope, as this was far too overwhelming for this timeframe..

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Comments

Submitted(+1)

The atmosphere is really key here. The feel of the world is very strong, and it comes from the graphics, the mysterious music, and the neat introduction screen. The combat could be a little more interesting, but the fact that you added classes goes a long way.

Actually one of the things I was most impressed with was the scrolling text when you choose your class; I don't think I saw any other game submitted that had that feature. My game had a ton of dialogue and I had to cut a lot because I didn't have time for it.

Submitted

Looks like a good game, I found the shield, the bat, the lantern but could not enter the tunnel because I didn’t find the tool to excavate, where can I find it ?

Developer(+1)

It's through the dark cavern.

Submitted

The graphics/shaders are really good, I don't even fell like in a 3d game with a low rez shader! Kudos to you my bro. The atmosphere is great and scary!! Very good job :D!!! 

Submitted

"Hopefully I learned to better estimate scope..."  If you learned a bit about managing scope, you learned some valuable lessons. There are lots of different ways to do it. The way my son and I manage it is with a MUSCOW list. 

The name stands for MUst, Should, COuld, Want.  

  • What my game MUST have when it ships
  • What my game really SHOULD have when it ships
  • What my game COULD ship with if we have extra time
  • What I WANT to include if the time/resources are available at the end

So here's how to use it:

  1. Write all the core aspects and desired features you want on post-its
  2. Create four sections on a wall, posterboard, table, etc and label them Must, Could, Should, and Want
  3. Start putting your post-its in the different sections, keeping in mind the available time and resources.
  4. When you're satisfied where everything is, take a picture of it so that you can later copy it to a spreadsheet or document. 

A MUSCOW list goes a long way toward keeping your eye on what's most important for the ideal delivery and it also helps avoid Feature Creep. 


Good luck!