Dungeon Day-Trippers
A fun little game where you give a tour of a dungeon to some tourists, while trying to keep them from brutally killing themselves.
This is our FIRST game jam game EVER! On top of that, our power duo dev team first met while starting a day late on the jam!
All feedback/criticism is welcome. We had a blast and can't wait to apply what we learned to the next jam!
CONTROLS:
WASD, Space, Shift
F to Shout at your followers
This is our FIRST game jam game EVER! On top of that, our power duo dev team first met while starting a day late on the jam!
All feedback/criticism is welcome. We had a blast and can't wait to apply what we learned to the next jam!
CONTROLS:
WASD, Space, Shift
F to Shout at your followers
Genres: adventure



Comments17
I love how the player has an option to play either "safe" by first clearing the puzzles and then catching the visitors or bruteforcing it through :D
Not enough praise get be given for the great aesthetic the game managed to maintain.
Really loved it. Thank you guys for bringing this neat experience.
If I had to nitpick something it's that the MCs collision body sometimes will hang on to a platform, yet not fully reach it, making the player actively give up. But that's really not a big deal.
Another thing that might be raised a lot is a problem with the perspective, but I honestly feel like the perspective IS the difficulty.
Thanks again for one of my favourites :D
Just to be sure. I am still in the process of playing the game, evaluating and (then) commenting on the game.
1 - Mecânicas, Aprendizado e Fluxo:
Achei bastante interessante essa ideia de manter os "turistas" vivos enquanto a masmorra é explorada.
A câmera ficou muito estranha (ao menos no meu computador). Incluindo controle muito ruim da câmera e algo brilhante no lado esquerdo.
O tempo é bem curto, então sempre ficam coisas de fora do nosso escopo, de qualquer forma parabéns pelo esforço e resultado da dupla.
Algo a ser melhorado o quanto antes seria o ataque, ao menos uma animação de corte onde está atacando (mesmo que não anime a espada). Outra coisa seria parar de fazer efeito sonoro de espada quando já morreu (na tela de pontuação).
Sobre a tela de pontuação, se puder sair dela apertando algum botão será muito interessante. Hahahahah.
Aprender a controlar o personagem foi simples, havia um guia (por assim dizer) no chão.
Infelizmente eu fico tonto facilmente com jogos tridimensionais. Isso me atrapalha bastante com muitos jogos.
O fluxo de jogo deixa a desejar quando o assunto é pular, pois fiquei bastante ansioso de não conseguir pular os espinhos mais facilmente. Há um atraso entre o comando de pulo e o ato de pular, que é bastante letal.
Algo que pode ser melhorado quando cai em espinho é a questão de ficar preso à parede se estiver caindo para a morte (acredito que basta tirar o controla do jogador no caso do personagem do jogador (PdJ) passar de certa altura na armadilha dos espinhos (mas outras formas melhores de fazer isso, talvez adicionando um material com física e atrito zerado ou muito baixo, teria que testar)).
2 - Gráficos, Áudio e Narrativa:
Gostei bastante do estilo artístico bidimensional combinado com o cenário tridimensional.
O áudio baseado apenas em efeitos sonoros pode ser polido bastante, e alguma trilha de ação pode ser adicionada.
A narrativa é simples: salvar o máximo possível de civis enquanto avança entre os níveis da masmorra. Algo que pode ser alterado ou melhorado em caso de continuidade do projeto.
3 - Cultura:
O jogo tem aspectos de 2D com 3D em mesma obra, além de remeter a "armadilhas", "masmorras", "salvamento" e "escolta".
Creio que possa ser melhorado bastante, ao ponto de se tornar um bom exemplar desse encontro de vertentes.
4 - Monetização:
Caso o projeto seja polido, estendido e corrigido, creio que possa vender em stores como itch.io.
1 - Mechanics, Learning and Flow:
I found this idea of keeping "tourists" alive while the dungeon is being explored quite interesting.
The camera was very strange (at least on my computer). Including very bad camera control and something shiny on the left.
Time is very short, so there are always things outside our scope, anyway congratulations on the effort and result of the pair.
Something to be improved as soon as possible would be the attack, at least a cut animation where you are attacking (even if you don't animate the sword). Another thing would be to stop making a sword sound effect when you are dead (on the scoring screen).
On the score screen, if you can exit it by pressing any button it will be very interesting. Hahahahah.
Learning to control the character was simple, there was a guide (so to speak) on the floor.
Unfortunately, I get dizzy easily with three-dimensional games. It gets in the way with a lot of games.
The game flow leaves something to be desired when it comes to jumping, as I was very anxious to not be able to jump the spines more easily. There is a delay between the jump command and the jump act, which is quite lethal.
Something that can be improved when it falls on the thorn is the issue of being stuck to the wall if it is falling to the death (I believe that it is enough to remove the player's control in case the player's character (PC) passes from a certain height in the thorn trap ( but other better ways to do this, perhaps adding material with zero or very low physics and friction, would have to test)).
2 - Graphics, Audio and Narrative:
I really liked the two-dimensional artistic style combined with the three-dimensional scenery.
Audio based only on sound effects can be polished a lot, and some action tracks can be added.
The narrative is simple: save as many civilians as possible while advancing between levels in the dungeon. Something that can be changed or improved if the project continues.
3 - Culture:
The game has aspects of 2D with 3D in the same work, in addition to referring to "traps", "dungeons", "rescue" and "escort".
I believe it can be improved a lot, to the point of becoming a good example of this meeting of strands.
4 - Monetization:
If the project is polished, extended and corrected, I believe it can be sold in stores like itch.io.
Jumping was the biggest issue I had, which lead to me dying in spikes, which sent me back to the score screen from the last level. I honestly don't care about my score from the last level, I want to get back into the game. So, a quicker turnaround after dying would keep me playing the game longer.