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Beautiful to look at, great to listen to, smooth movement, fun to play. It checked every box for us. Absolutely brilliant. The AI generated art really added a lot to the story and atmosphere and is something we'll look to do ourselves in the future. We played the game to completion in about 30 minutes.

It's hard to find fault in what you've done here for a game jam but in  the spirit of providing some constructive feedback, this is what we'd do to improve things:

  • Less wordy introduction maybe? Get into the game quicker.
  • The cursor pivot point was off on your inventory icons so you had to drop them off where your cursor wasn't.
  • Some items fell through the floor when you dropped them. (You did mention this in your write up)
  • The icons weren't always self-consistent, for example the apple filled the whole inventory slot box where some other icons fit nicely inside with a small margin around them. The Scribbled Note too overflowed the inventory box slightly.
  • The duality at the end felt a bit forced. We weren't sure what our motivation was or what the point was from then on.
  • Not always clear what is and isn't a pickup.
  • Wardrobes feel like they should be openable but didn't.
  • The default armour we were wearing was a low poly seemingly untextured asset when we dropped it, which was different to the other assets. It was like you grey-boxed it and forgot to switch this one out. Had we not dropped it we wouldn't have noticed though.
  • Barrels weren't breakable - we wanted to smash them apart!

It would be great to see a write-up of what you created during the jam, what you did before the jam and what was part of the Unreal Dungeon Crawler Toolkit asset. 

Great job. You're sure to do really well in the final ratings and so you should.

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Thank you for playing and giving such great feedback! Its very helpful to have a detailed list with things to improve on, I will look into everything mentioned. :)

Yes lots of things are like that because of the limited time of the jam. For example I didn't really put much time into the items, thats why they have no or bad collision and may fall through walls and also have placeholder models at times. But I am glad you still liked it. I will also write a bit of a devlog, though I don't think anybody reads this. :D

We made a devlog for our game Dungeon Diver. It would be great to see one for your game too. We've had nearly 200 views of it so far and our game Robots and Zombies from last year has had nearly 1200 views:

https://rebello.itch.io/dungeon-diver/devlog/514563/how-we-made-dungeon-diver

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Your devlog is very big and informative. Its a really nice read. I also read the devlogs to your past games. It grants some interesting insights. As I promised I wrote some paragraphs too, (links in the description of the game at the bottom), though its not as large as your blog. I am not some kind of seasoned dev who does this as professionally as you. ;)