Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

1Bit DungeonView game page

1Bit Dungeon: a roguelike dungeon crawler RPG
Submitted by ancooper, Hamomile — 8 minutes, 18 seconds before the deadline
Add to collection

Play dungeon

1Bit Dungeon's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Host(+1)

Great job submitting a game! You've really been able to maximize the Nokia restrictions with this entry. The visuals are simple but cute. The amount of information is a little overwhelming at first and I had to reference the description a lot until I got a general idea of everything. It reminded me a bit of older games and using their guidebooks, which I kinda liked actually. 

Sometimes I noticed an enemy would appear on my screen and then disappear without me fighting them. The times I died the big guys appeared out of nowhere when I had little health and I had no chance of escaping. It felt pretty bad, like there was no decisions for me to make and it came down to luck. Deciding to explore the floor further without the promise of finding more food and dying of starvation is more a consequence of my actions. Dying to a big guy appearing out of nowhere isn't.

At the start of the game I traded health on the spikes to get an upgrade which was a neat trick. I tried that method later and realized it was extremely inefficient at that point. I like that the early levels are easy and you build yourself up to prepare for the harder levels to come. Spam moving becomes less frequent later because suddenly every move is a decision, which is great development imo. I made it to floor 16. Overall great work and I would've loved to see something like this on the OG Nokia. Thanks for participating I had fun!

(+1)

Interesting game! I included it in my Nokia 3310 Jam 4 compilation video series, if you’d like to take a look. :)

Developer

Thanks for playing)) I’ve been waiting

Submitted(+1)

Love the graphics especially the transition and loading effects. 

On some floors the controls felt sluggish but got better as the enemies died, is the game processing the enemy movements while they are off screen? I used this as as a check if I cleared the floor :). 

Played a few times really good game.

Developer

Thanks!

Yes, enemies see a player from a distance and follow them.

Submitted(+1)

Unfortunately this seems to like to hard-crash on loads between floors pretty often, at least on the PC I’m playing from. Happened on the first couple levels in Firefox. I did try the download version too, and it crashed again, though not until I reached Floor 7.

But I do like this kind of game, and it’s very cute! I liked the choice of upgrades system. As far as balance/difficulty, I seemed to be taking it pretty easy just picking the ones with more ticks on the icons each time and figuring it would probably not steer me too wrong.

Needs some optimization mainly. I have my doubts that a game of this size should need load screens at all.

Developer

Thanks for feedback!

Yes, if I optimize the code, it is possible to achieve level generation almost instantly. But this is jam, and optimization fades into the background)) Loading hides the generation of rooms, pathfinding corridors and other things)

But the crashes are not very clear. The assembly of WebGL also crashed for me, but the Win version worked stably all the time.

Up to about the 10th floor, the difficulty is minimal, so the balance in the choice of improvements is not felt. The challenge starts after the 15th floor.

Submitted(+1)

I died on my first try on the first floor because I thought the trap is a xp boost because every time I trigger it my XP raises. Only when I died that I realized it. I enjoyed the game. Although when I got deeper, I find it hard to press movement buttons.

Developer

Damage also gives experience. But you have to be careful with it))

Thanks for play my game!

Submitted(+1)

I got to floor 15 out of sheer luck and then luck ran out. By luck, I mean I got food upgrades early without knowing what the letters mean. By luck running out I mean too many spikes. I have no interest in playing again. I'd rather not bother if there's a chance I'll take the vast majority of damage from spikes that are impossible to avoid due to blocking the way to the stairs, again.

Also, around floor 11 the game started lagging, in the worst possible way. The inputs became really slow to the point of having to press multiple times to move while the enemies sometimes appeared to go faster than I could.

Developer (2 edits)

Excellent result! And everything is correct. Spikes can block the path. The second type of monster is faster than the hero, but it cannot see far.

Perhaps the WebGL build does not work very well. Perhaps the Win version is faster and more stable.

Submitted

Let me clarify. I meant the first type of monster looked like it was moving faster. It was only once though.

Submitted (1 edit) (+1)

Really nicely thought out game! I managed to get to floor 12 and then promptly learned starvation was a thing. I would play again, but my fingers are really tired now! The upside is that I figured out a way to move faster by alternating left and right key presses between WASD and the arrow keys!

Developer

Haha, great solution!))

Developer (1 edit)

Share your results

Submitted(+1)

After dying a couple times and figuring out what each thing in the world is it was pretty relaxing to play through. We ended up going through floor 10, but the difficulty after floor 4 or 5 wasn't really keeping pace with the upgrades we were getting. It would have been nice to hold down the keys vs button mashing.

Developer

Thanks for the feedback! Controls could be followed more conveniently and smoothly. But I wanted to share the experience of typing SMS on Nokia 3310 :)

Submitted(+1)

Simple and enjoyable. Nice work!

Developer

Thanks!