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A jam submission

Dragon's QuestView game page

A short game made for the Metroidvania 14 gamejam (theme: monochromatic).
Submitted by jeff@redopticgames — 2 hours, 46 minutes before the deadline
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Dragon's Quest's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#44.0914.091
Enjoyment#73.7273.727
Overall#73.7503.750
Design#73.7273.727
Presentation#163.4553.455

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity3D

Team/Developer
Studio GenGen

External assets
Background music: In the Mountains - Ted Kerr 2018 (https://opengameart.org/content/in-the-mountains-adventure-theme), Fonts: Enchanted Land by Sharkshock (https://www.dafont.com/enchanted-land.font) & Little Comet by Allouse Studio (https://www.dafont.com/little-comet.font)

Comments on the jam
This was fun! A month was a good amount of time to both experiment AND get something meaty produced. I learned a lot.

Reference info
JeffTemple#9437

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Comments

Submitted

What a great level design!

I got so much fun getting loss and unlocking new paths.

This should  be completed(with more animations, levels and history) into a full game.

Submitted

Great game! I really like the music and the cartoon-y 2.5D style. The world building is cool too. The combination of signs to fill in the story and distinct areas with names that show up on screen really make it feel alive. I also enjoyed the navigational puzzles that arose with turning the tumblers and going back and forth between them. They seem a tad buggy though - I got soft-locked once because a tumbler reverted back to it's initial rotation after going between rooms. Other than that issue, my  main complaint is that it's way too easy to accidentally quit the game via the map screen.

Developer (1 edit)
it's way too easy to accidentally quit the game via the map screen

I agree with this wholeheartedly. The pause menu was a last minute addition and I'm very new at adding controller support to menus (which ended up affecting menu design as a whole even if not using a controller) so this particular usability issue I was aware of but unable to solve - it's on my radar for next jam. It's strange that the tumbler got reset after rotation, I'm probably not going to continue this game any further but if I do any similar puzzles in the future I'll definitely get them playtested more thoroughly.

Thanks for your feedback!

Submitted

I really enjoyed the 2.5d aesthetic, as someone else mentioned some more sound effects in certain spots would have been nice. I also encountered some sections where it seemed like the walk animation broke. I liked the hand drawn map I thought it was pretty funny and I thought it added some character to the dragon as it felt like he copied it down or something. Since the map wasn't that big I didn't have a hard time using it. A glitch I encounter was with the turning sections, at one point I was able to move the character while it was turning and I managed to snatch a key that way rather than go around for it. Overall though a mechanic like that is pretty ambitious and was pretty well done! I would definitely like to see it be used again in the future.

Developer

That's awesome. I'm glad you got the joke of the dragon copying it down (fictionally yeah that's what happened, functionally learning how to make a minimap is on my to-do list for the next jam :D). That's super weird that you were able to get that key, it's the reason I specifically disabled movement during the tumblers section. But oh well, so it goes. I like the tumblers too. I've mentioned it before but I think if I use it in the future I won't bunch them all up together like that, but rather have them open up different parts of the dungeon instead (sort of like the wheel in Majula Shrine if you're familiar with Dark Souls 2).

Anyway, thanks for playing!

Submitted

really stunning and inventive entry, I really like it, and I will be humming the tune all day tomorrow

Submitted

I love the music in this game! The catchy and upbeat tune fits really well with the main character. I would have liked to hear more tracks for different areas as well as more sound effects.

This game has good design overall and I think it really fits into the metroidvania genre. The giant hammer puzzle and finding the fire blast for is a fun idea. The turn shaft rooms were really interesting and totally caught me off guard *in a good way*.

I was able to play a lot of it without a map, but it would have been nice to have one. 

Overall this is a super cute game with a fun art style and I'd love to see this turn into a bigger project!

Developer(+1)

Thanks, I'm glad you enjoyed it, and thanks for the feedback. 

For my next project I'm definitely going to add SFX as I add features so that I don't push them off til last minute and then ultimately not do them at all. I really like the tumbler puzzle in concept (changing the path you can take through a dungeon), but if I ever use it again I'll probably separate the tumblers out so it's not just four clustered together, that's a bit too hard to build a mental map around (especially without an in-game map). Speaking of, there is a map you can eventually find, but it's hand drawn and not super helpful, designing a map system is something I'll also prioritize for Metroidvania Month 15.

Again thanks for playing - I'll give Domino a shot later this afternoon, looking forward to it!

Submitted (3 edits)

Love the aesthetic of this game! The environments are very nice, and they definitely make up for the lack of main character animation. I did encounter some bugs and was not able to finish the game, unfortunately, but I think I got pretty close to the end. Here's some of the issues I've had:

  • The tumbler rooms have some collision issues. I got stuck inside a wall twice after going through them somehow, and the last tumbler room straight up doesn't have any collision, I fall right through it to the vault room
  • I went from tumbler room 2 to 3, then back to 2, and tumbler room 2 had changed its position back to a way that was blocking my path. I'm not sure what position went back to what but I think it was 1 to 2?
  • On both playthroughs I have found 5 keys, but when I got to the vault, the message said I had 8 out of 5 keys the first time, and 7 out of 5 keys the second time. This did not open the vault and I was teleported out. Are there more than five keys, actually?

Either way, a cute game, loved the look and the concept, and the controls were reasonably tight!

EDIT to say I specifically went back to see about the key situation, I only picked up 3 and the vault still said I have 6 out of 5 keys. I think one of them adds more than one to your key counter, maybe?

SECOND EDIT I went back again and I can definitely say some of those keys add more than one to your counter.  As far as I can tell, the one on the left side of the old road adds 2, the one above the two rows of three big golems adds 1, the one in the kiln just above the wall climb adds 3, the one in tumbler room 3 adds 2, and I am not sure how much the one on the ledge at the top of the fortress adds. They might also change from gameplay to gameplay given the 7/5 and 8/5 inconsistent results described above. My other guess would be that the keys aren't deleted right away when the dragon collides with them and they get registered 1+ times before it's gone. Either way, I have made it to the game, cute ending :)

Developer

Thanks for all the feedback, this is awesome! I had some friends playtest last night and we found most of these bugs which have been (hopefully) fixed in the down-to-the-wire build - I probably should have disabled the v1.07 build while I was fixing things but I get nervous about gamejam submissions. 

Anyway, the keys thing was cause the code was looking to see if you had exactly 5 keys, which is obviously a no-no, so I've since changed that to >=5, but also fixed the thing that was giving you multiple keys in the first place).. Also the game is now beatable and much more user friendly if you don't have the right amount of keys (Tumbler Rooms reset to the optimal configuration, etc...)! 

Some of the collision bugs have been fixed, some I brute forced by adding extra terrain, but there are undoubtedly those that haven't been fixed yet. If you're feeling up to it, you can give the game one last shot and see how it goes for you. :D

I've been looking forward to playing your game from the moment I saw it's called Dragon's XXX, but I need some time to unwind first, I'm gonna try to get through all these on the weekend. 

Thanks again for all of the feedback, truly appreciate it.

Submitted

After I got the wall-jump I got stuck at the lifts and could leave the room on the left. But well done, baby dragons are always cute and the 3d-imaging definitely helps enjoying the game.

Developer

Glad you enjoyed it! And thanks for letting me know about the bug, someone else encountered it as well and I'm looking into it. I'll try out your game over the weekend.

Developer

If you've got some free time and are willing to give it another shot, the newest build should have fixed anything that was blocking your progress and is completely beatable (it was... not beatable in its v1.07 form...). Either way, thanks for the feedback and I'll be sure to give your game a shot over the weekend!

Submitted

I will try but am not home for the weekend, my boss and family keep me busy and there are also other games i would like to give a try but I keep it on my list and hopefully come back for some more.