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A jam submission

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You know the drill! Get the loot, beat the boss, be the hero!
Submitted by 🕹️swagshaw (@swagshaw_dev), Huntrox (@abdou_huntrox) — 11 seconds before the deadline
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Results

CriteriaRankScore*Raw Score
Fun/Design#84.3334.333
Technical Implementation#94.1434.143
Overall#423.7623.762
Music/Sound#1113.2863.286
Graphics/Animation#1173.5243.524
Theme/Limitation#1253.5243.524

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game utilize the limitation and theme?
We did a classic RPG, so there are loot pick-ups and gold. The Forward and Back is a main room you start at. It has a checkpoint that allows you to teleport back to buy, sell, and upgrade..

What was your team size?

Pair

You and one other jammer

Which of the following content in your game is NOT 100% newly made for the jam?

Art/Animation

Music/Sound

Affirm you have followed ALL jam rules. (Select all below or your entry will be disqualified.)

We have credited all assets used in the game including our own name(s) or team name(s)

All original game code and original assets were made during the jam period

The game does not include NSFW or hateful content

The game works on the web or as a Windows 10 download

We have answered all submission questions honestly and completely

If your game includes any of the optional challenges, select them below:

Hidden Secrets

Feature secret items rooms or features in the game

If you did any of the optional challenges, explain how they were used:
Their are extra rooms that give you more treasure.

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Comments

Viewing comments 24 to 5 of 24 · Next page · Last page
(1 edit) (+1)

wonderful, very fun and professional game no bugs perfect i hope i play more of this game
boss dead

Submitted (1 edit) (+2)

Reminds me of Gungeon, Isaac, etc. Boss felt good. I sometimes got stuck at walls and can't seem to get a constant bow speed. Great game overall.

Submitted(+2)

Holy monkeys, Batman, you did this in a week?  I'm floored!  You did the focus and the theme flawlessly.  You had a store and upgrades and everything.  Even a lovely variety of enemies!  Cute clean art style, really nice mechanics/ controls, and great fun!  Even the spiny firey sword move is badass.
I also enjoyed that the enemies weren't the same every time you re-went through a room.  Thats what I call polish.  
I think the only thing I have to suggest is what everyone else has said: Magnetic pull for items, music loop, and MORE AWESOME CONTENT.

Congrats on a fabulous game!

Developer(+1)

Thank you for playing our game glad you enjoyed it and thanks for the feedback

Submitted(+2)

Super fun game! Beat it without any deaths.

Some feedback:

- I wish the coin pickup sounds didn't stack, kinda hurt my ears when there was a bunch.
- I wish the music looped (i know you already know)
- I wish it had more content!!
- I also wish that the item pickup range was a little larger, maybe like a magnet that slowly pulls the items towards you.

Developer(+1)

I think wanting more content is one of sweetest pieces of feedback we've gotten. It's been nice seeing you in the streams!

Additionally, the magnetism is like a number one bit of feedback

Thank you for playing.

Submitted(+2)

This game is one of the most fun ones I've played this jam! Combat and movement is really fun, and I especially like how the bow enemies track your movement so you can't just run around in circles. The game overall is very polished and the extra effects add oomph to your attacks.

I would change two things: One, make the player magnet pull the gold when all the enemies are dead. It saves a little extra time for the player by not having to collect individual pieces. Second, add a hotkey for swapping between the bow and the sword. I found myself rarely using the sword because the bow was more powerful and it takes too much time to move the mouse to click on the weapons icon, but I probably would have used it more if there was a hotkey for it.

Overall, excellent work!

Submitted(+2)

The game was very enjoyable! I thought the combat was pretty solid and I enjoyed traversing the dungeon. I'm also a sucker for the player's power level growing and retrying!

The art is great, and the gameplay felt pretty polished! I would say the only feedbacks I would give are a few updates to how you convey the collectibles and what you can do with them, as well as a few more minor quality of life control/feedback tweaks!

Overall great game!

Submitted(+2)

Excellent! So far, this is one of my two favorites of this jam! 

Only problem I found was the music didn't loop, regardless, 5/5 overall.

Well done!

Submitted(+3)

This is too good for a jam! Well done! Also, thank you for not making it super hard for noobs like me!

Submitted(+3)

How is it possible to make this in 7 days!? Awesome job!

Submitted (3 edits) (+2)

It's an impressive game jam scope wise, but regrettably if you find the right pacing with the bow it lacks satisfaction (though as far as the roguelikes I've seen use this asset pack, it was at the top)

-My favorite was the Boss, to have that ontop of everything else, with some nice bow immunity to give you reason to vary up your attacks, was really well done in addition to the other elements of his battle to spice all that up.
I also like that rooms had multiple enemy types that could require you to tackle each in a different way.
-However, If you just use the bow and try and attack any bow enemies that spawn, because they zone in on you perfectly when shooting you can knock down most of their arrows while killing them, and then with your dash you can out-pace the rest until they're dead. It ends up becoming a grind. I only died once after getting the rhythm for it up to and defeating the boss, and honestly I'm really bad at roguelikes as much as I enjoy them.
And having to collect all the coins individually increases that feeling. If at least the treasure chests dropping coins were collected automatically by you it would be nice, but it felt kind of 'well here you go, now collect it all up'. Though I'm sure that wasn't your intention, that's how it felt.
In this case to try and fix the 'flaws' I felt with it, would really just be me pushing my goal for the game on you, because of how much it would fundamentally change what you have. I'll reiterate it's a really strong foundation and the best I've seen with these kinds of asset packs, granted most others have only had 48 hours-not to take away from your accomplishment in just a week with 2 people.
So I hope you have some more time after this game jam to playtest it and find out the direction you may want to take it if you continue further with it based on everyone's feedback.
Something I would suggest that wouldn't affect the games feel, is an icon of your skill popping up and fading over your characters head when it's ready, so it's easier to know when the cooldown has finished. There's not enough visual flare/distinction for it to tell when it's ready purely in the corner of your eye.

Submitted(+2)

I really liked this game, the movement was fluent, the level was great and the combat was well done. I definitely preferred the bow to the sword but I am usually a ranged person :D Good job with the jam!

Developer

the sword needed more love in balancing!


But the fun was at the heart of it and it sounds like you had fun!



Thaaaank you for playing!

Submitted

Agreed, but yeah I had a lot of fun so you hit the nail on the head with this game! :D Great job!

Submitted(+2)

How.

How have I not seen this til now?
How do you guys have only 10 ratings?(at writing)
How did you make such a good game in just 7 days?

I spent half of the time with my jaw dropped.

The noises are perfectly pitched.
The attacks are all nice and juicy.
The dash is fun and zippy.
The enemies are interesting and their arrows can even hit other enemies, nice.
You have an upgrade, shop, and inventory system! Holy crap.

The only complaint I could come up with was that the coins should have some magnet pull so we're not wasting time having to actually touch them to pick them up, and maybe improve the sword combat.
__________________________________________
All in all,
Well freaking done.

Developer(+1)

man, there's a lot of love here.


I gotta take a different part of the day to reply fully


Just know we are really thankful for your feedback

Submitted(+2)

That was fun! :)

I enjoyed the music too, gives you the vibe.

Good job!

Developer(+1)

*dabs in latin*


Eyyyy

Submitted(+1)

jajajajajajjaja

Submitted(+2)

Awesome! I really enjoyed it, the art is really cute and perfect for a game jam, here is some feedback!

- The boss should be harder, I easily destroyed him with the bow's super, that is also way to overpowered, I didn't even really use the sword.

- More upgrades would be nice, also more things on the shop

But overall it was really nice, congrats!

Developer(+1)

It's awesome to hear you wanted more! Sounds like we got you hooked with the right stuff!


Thank you for playing!

Submitted(+2)

Nice game, it was fun even though it wasn't necessarily super unique. The AI for the archers was pretty smart which I appreciate, though I think that if you added maybe obstacles in the terrain - lava, walls, etc. - it would force the player to change up their playstyle because I spent most of the game just kiting enemies and using the bow. It wasn't terribly unbalanced, and I liked that you forced the player to use the sword on the boss, but I think you could force that variety in playstyle more organically. Nice job :D

Developer(+1)

strong feedback! Critical eye for detail. I agree 100%


We wanted these things but time could only allow so much.


We must compete with the best versions of ourselves to release even better. 

Thank you for your feedback and for playing!

Submitted(+2)

That's a good use of the art assets! I like how you did the enemy AI prediction but is kinda hard since it was already implemented on the enemies of the first area. Still, it was such a nice jam game, especially that you were able to put a boss in there.


I'd be happy if you give a rate and a feedback on my game too :)

Developer(+1)

I will 100% rate and comment. We wanted to pace the game a bit more, but that'll have to wait for a post-jam update.


Thank you for playing!

Submitted(+2)

Great dungeon crawler, fits the theme of the jam very nicely. I found dashing to be a little clunky at times but otherwise enjoyed the movement as a whole. Nice work!

Developer

Solid feedback! Thank you for the play.

I feel that I know what you're talking about for the clunkiness, I wonder what would make it smoother?

Submitted (3 edits) (+1)

edit: I’m sorry in advance for this long winded reply :p

Im gonna be making some assumptions about the way you programmed movement so keep that in mind. In Unity the Horizontal and Vertical axis from Input will give you a value between -1 and 1 depending on how long you press the correct input keys associated with each axis. When you let go of these keys, the value will “fall” towards zero at a rate defined in your project settings (the variable is called gravity which makes the whole concept a little confusing at first). What this means is that if you want to dash in a certain direction, lets say left, but your character is currently traveling up, then unless you give the directional axis some time to change form (0, 1) to (-1, 0) then your dash will instead be traveling in the direction (-0.3424, 0.8742). Now this wasn’t the best explanation in the world so I hope you at least get the idea here. For me, the dash felt clunky because I would try and very quickly dash in a direction opposite of my current movement direction, and instead of immediately dashing left or right or up or down I would dash somewhere between all of these Cardinal directions. Since the dash appears to use the same Vector as movement that means the behavior described above will be projected on the dash I’m trying to perform. i.e. bound your dash to the Cardinal directions. Or more simply, don’t use Input.GetAxis(“Horizontal”) or “Vertical” to determine which direction to dash in.

Submitted(+2)

Oh hey, I recognize that art kit and really good use of it too. The enemies were satisfying to kill and I loved the movement and different abilities. The shop upgrades also felt really good when you start getting more powerful. It took me a minute to figure out that I could use the items with E but after that I understood how you set up the item bar. I kind of wish the enemies attacks were a bit more telegraphed since they just jump at you out of nowhere making it a little hard to dodge them. Other than that, this was a satisfying dungeon crawler that was very complete. Well done!

Developer (1 edit)

This is really good feedback, and I'm really glad you enjoyed the game. Thank you so much!

Submitted(+3)

A dungeon crawler fits so well with this theme. You guys pulled off something really special here. Those archers are incredibly frustrating lol

Developer

Thank you so much for playing! It was great to watch your video, and see your playthrough of other games as well!
Also love your game as well!

Viewing comments 24 to 5 of 24 · Next page · Last page