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A jam submission

DUNGEON of the SACRED DODOView game page

Submitted by Figmeat — 4 hours, 4 minutes before the deadline
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DUNGEON of the SACRED DODO's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#14.0004.000
Enjoyment#23.5003.500
Metroidvania#33.6003.600
Overall#33.5753.575
Execution#63.2003.200

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team/Developer
Figmeat

Engine
Godot

External assets
Fully LicensedOvani Sound Pack

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Comments

Submitted

A good start, the concept is weird but in one of those novel ways. The silly visuals and goofy sound effects give the game a unique charm. Unfortunately I got lost in a level that mostly about blind falling, even with hover from mini dodo I couldn't find the way forwards.

But from what I saw the game has potential only level design is a bit lacking and makes the game a case of blindly navigating a huge maze not knowing where you are or if you are on the right path.

When it comes to metroidvanias even the more open ones, you want to use the level design to guide players around the world and to each power up. Think of it like a web where everything joins up in some way, only you cant take certain paths until you obtain the correct powerup. Dead ends are fine, but they should be kept as short detours.

Generally paths that require a power up should have a purpose, I ended up taking one such path that needed mini dodo got to the end where I found some giant ape npc talking about some future store or something then got warped back to the beginning. This would have been a good spot for a power up, especially since the path to the right here was blocked by those green walls.

Overall I'm not complaining, just some advice that may or may not be useful for future projects.

Regardless its a nice submission with a bit of charm.

Submitted (1 edit)

I love the art style in this game, especially the design of “flying enemy” and teleport portal, which is amazing! Also the mechanism is interesting that character needs to explore the map by scaling up/down. But it would be better if the camera can zoom out a bit. Great job!

Submitted

This game looks and feels great. I am really impressed by the creature design and the pixel art. It's got a great vibe and charm to it. I wasn't annoyed by any of the content in the game, so you should not present your game as if it is annoying. I would love to see this game and lore expanded!


Submitted (1 edit)

The games great! 

The only downside (more of a personal preference) is that the camera felt too close to the character, but the pixel art and SFX was amazing!

Developer

Thank you for the input dragoonreign, I felt I was going back and forth on the camera myself. Between toying with viewport and camera, I ultimately left zoom at x 3, which like you said, is on the close side. I will tinker with this, as I think this jam was an opportunity to create a template to spring off on when finally deciding to build a game to sell! Thank you!

Submitted

I enjoyed the game. You had me cracking up with the sound effects. The art was really good and fun for a game jam. Love it, good job. 

Developer

Thanks a ton, this means a lot. Trust me, my family got tired of the sound effects quick when testing this out.

I like the mechanics and the concept of the game , a great job ! 

Developer

Thank you CapitanBug! I appreciate you spending time trying it out!

Submitted

This was really cool I really like the enemy designs! The move speed is really slow though : ( also I think I encounters a bug, when I was falling sometimes I would kind of float down and other times I fell normally? Anyways great job, this was awesome!

Developer

Thank you SuperRedSwan. I appreciate the comments. Yes, I have a poor implementation of jump hang-time, I didn't account for any collisions on the way up, and the result is what you see, slow fall. This is one of the issues I am working on. I appreciate the time you spent playing!