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A jam submission

Don't CroakView game page

A low-rez dark fantasy dungeon-crawler!
Submitted by Mopi (@mopi_fishdrake) — 28 minutes, 50 seconds before the deadline
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Don't Croak's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#573.7913.791
Visuals#624.1164.116
Overall#713.9193.919
Audio#1103.4193.419
Authenticity (use of resolution restriction)#1394.3494.349

Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you work in a team?
I worked alone, and did all the art and coding myself. Sounds were from freesounds.com, and edited by me!

Was the resolution a challenge?
My biggest hurdle was text, and sprite clarity. I carefully revised my sprites to make sure they were readable, and used a creative method to show text

What did you learn?
I learned a lot about godot through this, and its UI and rendering features.

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Comments

Viewing comments 26 to 7 of 26 · Next page · Last page
Submitted(+1)

Adorable little dungeon crawler! I'm a huge fan of games with ornate UIs, and this one looks really lovely!

Submitted(+1)

It's audacious to use so much of the screen for UI but it works and even adds to the charm! I like the restricted color palette, it goes hand in hand with the jam's concept! Some effects broke the 64x64 resolution tho, that could be fixed by rendering to a 64x64 frame.

Submitted(+1)

Very nice game, gfx style makes it very difficult to guess what some of the objects are and you need to guess by using them, but that’s not too bad for the gameplay. Controls are very uncommon and need some probbing until you figure out, particularly inventory handling is quite obscure at the beginning. Overall a very solid entry, with a very unique style. Well done!

Submitted(+1)

Blown away by this one. Looks great, sounds great, plays great, and is packed with features and extras to discover without wearing out its welcome. I found the UI and flow really intuitive and pretty much everything about being a dungeon frog satisfying. You absolutely nailed this.

Still, I'd like to offer something more than "loved it", so here go a few things I took note of:

1. When picking up the battle axe/hammer, my weapon inventory was full, but it disappeared and I didn't get to use it. Seemed unintentional, given other items wouldn't let you pick them up if you had no space.

2. When multiple items were on screen, it wasn't clear what you'd pick up. A non-issue in most cases, but if you've only got space to pick up one more thing, being able to highlight something specific might be nice.

3. I chalk this one up to personal preference but figure it's worth mentioning: In a room with two enemies, after killing one,  the other moves to the centre and the relevant UI changes. It only takes a second to recalibrate so it's pretty much inconsequential, but it's a slightly jarring inconsistency.

Developer(+1)

Thank you for playing!! I'm really glad you enjoyed it :))

The feedback is really appreciated too!

The hammer disappearing is a bug, and the bottom two are definitely quality of life features I should implement! I hadn't even thought of the 2nd one before, but now that you mention it its SUCH and obvious thing

Submitted (1 edit) (+1)

Fun little game. Extra points for give yourself an additional restriction on the color pallet. Another game to add to my fun game jam games list.

Submitted(+1)

Very authentic dungeon crawler game, true to the low rez aesthetic and game jam constraints.

The controls were somewhat unintuitive. It wasn't clear to me how so perform certain actions like picking up items and fighting.

If you want to pick up an item in a room, you have to tap on the gloved hand, and then you have to tap on the down arrow. I was trying to click on the items in the room itself as that seemed most intuitive / obvious to me.

Submitted(+1)

I fell in love with the GUI!

The way you put everything on one screen is awesome. The space for borders and other UI elements, and the game, are very well-managed. It gave me lots of ideas for my future projects!

Considering the visuals, everything looks in shape. The color palette is well-selected and perfectly reflects the "croakiness." The audio is also great, the sound effects especially. The resolution restriction also seems to be perfectly handled!

Well-done!

Developer(+1)

Thank you so much! I've already gotten a ton of inspiration from other games in this jam, so I'm happy to pass that along :)

Submitted

I think the aesthetics and the concept are great, the main way of interacting by clicking the action then the directional arrow took a while to understand. I played up until the slime looking enemy but kept dying, I did attack as it started by still got injured, Unfortunately, the tutorial itself was quite confusing, I think including more explanation about how to interact with the UI, fight tutorial and the end goal would be great.

I did notice the sprites seems to rotate out the 64x64 format when it gets interacted with.

I think there's great potential here, it feels like an old school dungeon crawler, with more explanation this could be a great game.

Developer(+1)

Sweet! Thank you for playing.
I definitely already have ideas to improve the tutorial

And the animations aren't pixel perfect (I later found out how to do this by setting it to viewport in the settings) but figured a lower accuracy score was worth the clarity and better visuals! 

Submitted(+1)

It's amazing how much you've managed to fit in such a small frame! The game is fun to play, the graphics look nice (I wasn't always quite sure what I was looking at, but I knew danger when I saw it!) and the audio is great. The frog sounds cute, but it still makes me feel bad for being hit. At first glance I wasn't quite sure how the game worked, but it's quite self-explanatory, so I picked it up pretty fast. Well done!

Submitted(+1)

Very fun! I think the sound effects really add atmosphere and feeling to the game (for example, I wanted to avoid getting hit at all costs so I wouldn't have to hear the frog cry! :D). Great work~

Developer

Awww! Also that kind of works out to my intended gameplay, where combat becomes about avoiding damage entirely. Thank you so much for playing :))

Submitted(+1)

There are so many elements in the UI, yet everything looks great and as clear as it gets, impressive! The art style / palette is also very nice on the eyes. There learning curve can be a bit intimidating at first mostly due to the resolution restriction, but I actually found it appealing as an exploration aspect of the game. Also props on how well you receive feedback!

Developer(+1)

Thank you so much!! And I appreciate the play!

The reception has been really great so far, and surprisingly enough the steep learning curve that I was scared of has actually appealed to a lot of people :). I think my goal for the final version will be to keep the height of the curve, but stretch it out a little longer so players feel less overwhelmed.

Submitted
Deleted 1 year ago
Developer

:)! Thanks for playing!

Submitted(+1)

I loved it! impressive how you was able to make it with this resolution

Submitted (1 edit) (+1)

Very unique, I like that you are very committed to this frame/UI, even if it kind of confusing when you first jump in.  Incredible that your actual viewport is so small, but it works very well, you did a really good job rendering those scenes in such a tiny space and with such a limited palette.  The whole thing has a very charming look.

Developer (1 edit) (+1)

Clarity DEFINITELY became a little difficult toward the end there,  I 100% plan to upscale it in the future so I can add more details to rooms!

Thank you for playing!

Submitted(+1)

Wow, very nicely done and filled with content! I struggled a bit with the interface at first, but after I realized how to pick up stuff everything fell into place. 

The only thing that is still difficult is the mouse-based double enemy combat. And with health rapidly declining after a few deaths it felt like too much of a stumbling block.

Still, amazing how much you did with the little space. Congrats on a great game!

Developer

Thank you so much and thank you for playing!

Thats the second comment I've gotten on the life loss, and in hindsight it was definitely a little much, but hindsight is 20/20!

Thank you for the feedback :)

Submitted(+1)

I really liked the aesthetic. Very good use of a restricted color palette. 

Though, one or two more colors could help in conveying additional information. At times it was hard to tell what an item was until you used it. Some more distinct colors in the same tone could help communicate differences in items, and lead to other gameplay benefits (like item prioritization and remembering locations) without changing the overall aesthetic too dramatically.

All the sounds are cute and great. xD

My health didn't fully recover after death, which I felt was a little strange. I kept getting destroyed in combat, especially when I'm attempting to cancel the enemy's attack. xD 

Either way, it was a lot of fun. I would love to see more to this!

Great job!

Developer(+1)

Thank you! And I made the player health = the remaining lives upon death, but I was never sure if that was a good idea or not.
Do you think I should remove it in the final product? As it does punish players who are already struggling!

Submitted(+2)

I would say remove it because it seems a little arbitrary.

But if the intention is to punish the player, it could be better to set the health to a fixed amount on death, but have more health recovery sources in the dungeon. Those sources could also be limited, so the same original amount of punishment can be dished out, but distributed over a play session. In theory, that could lead to a player optimizing their play as they learn and progress... in theory. xD

(the idea of health recovery flies also popped into my head while writing that, since you are a frog xD)

Hope that was helpful!

Submitted(+1)

A whole dungeon crawler in a 64x64 resolution is pretty crazy, but this works out really nicely. Some of the elements are hard to read, but the "learn by doing" process of a dungeon crawler or roguelike is working in overtime here, and I felt I picked it up really quickly and had a lot of fun.

Developer

Thank you for playing! I'm really happy it worked out so well, but I do feel the learning curve is a little too steep at first, which serves at a barrier to entry. Thank you for the feedback :)

Submitted(+1)

This is so cute and creative!

Developer(+2)

Thank you! I was going for a bleak and dark almost horror theme throughout development, but my hand betrayed me and I made the frog too cute

Submitted(+1)

The poor frog's screams! His sad little face! Oh, it hurts me. Not as much as my poor decision-making hurt him, but, still. I only wish the map was a little clearer and indicated doors you hadn't yet opened (not hidden rooms, to be clear, just the "it's a door" doors), but aside from that... well, I'll be coming back to this one for sure. I gotta get this little frog outta the dungeon! 

Oh! I almost forgot the best part: the little *platplatplat* movement sound! A+!

Developer

I hadn't thought about that! I tossed the map together last minute 2 hours before submission haha, so I'll add that to the top of my to-do list :)

I like the idea that it encourages exploration

thanks for playing!

Submitted(+1)

This was really well done! I’ve played similar games but I think this has my favorite combat. I really like that you can interrupt enemies which allows taking hits to feel more dangerous and punishing without being frustrating, I also like the spear being useful for dealing with double enemy rooms and the meat helping out with tough fights. The sound design suited perfectly as well. I wasn’t able to find the secret ending so I’ll be back to figure it out! The art is really really nice. I love 4 colour palettes which I’ve made a few games in now and these colours work really well together. Definitely going to use this as inspiration in the future. Overall, it’s really well done!

Developer

Thank you so much!! I'm really glad you enjoyed it, and especially that the combat clicked for you. Also to be honest, I hadn't even THOUGHT of the spear being better suited for two monster rooms, and the blades being better for one monster rooms... Don't know why, but that's a concept I like a lot and WILL keep expanding upon going forward :)

Viewing comments 26 to 7 of 26 · Next page · Last page