Post Jam Update:

  • Sanity decay lowered.
  • Fixed a number of missing colliders allowing out of bounds.
  • Sanity no longer decreases during lockpicking or narrative delivery.
  • Adding back back button on HUD to make it more accessible.


My entry for DungeonCrawlerJam24

Now I don't think I've ever made a dungeon crawler, or even played on in years, if ever. So what better game to try and make :D.

Since I didn't get a controls screen in there, here's the rundown.

Movement: WASD, ArrowKeys, or NumPad.

Interact: Space or E

Inventory: Tab

Disclosure: I've not had time to bug test as thoroughly as I might like, so there's always a chance there's some walls you can walk through somewhere that I missed, if you see them... just walk back and pretend nothing happened.

Too Short, More Reading

Anyways, this is not a typical dungeon crawler that focuses on combat, enemies, and loot. Instead due to my limited availability/time I went with a more narrative based game, with the same controls/viewpoint as a dungeon crawler. (So apologies if you're not a fan of reading).

Overall I feel like it feels less like a finished game, and more of a vertical slice of what could be a game with further work.

As always with these Jams, I went solo, and tried to get my hands dirty by filling in some of the gaps left by my main building asset pack, creating a few extra parts, and models for interior spaces. Much more comfortable with Blender now, until I forget it all and find myself back on google the next time I try 3D in a game jam.

If it's not listed as a credit below, then It was done by yours truly.

Audio (with minor edits)

Fonts

Models

Comments

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This is really cool. My only question... am I supposed to lose sanity that fast?

It might not be super balanced. Given that I knew the area quite well I was probably not exploring enough to spend the kind of time outside that first time players might be. But prior to getting the necessary item, you loose about 2% a second.

nice