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A jam submission

Coop De GraceView game page

Submitted by Enygmatic — 1 minute, 15 seconds before the deadline
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Coop De Grace's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#173.5003.500

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
Heist - You progress through the game by completing "heists"

Treasure hunting - In the second level you are tracking down something considered treasure to the antagonist (I know it's flimsy but it's there)

Genre Fusion - Could consider the end section almost an FPS (maybe)?

Sinking ship - Had a level started on that fit the theme, but nothing in the actual submission.

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Comments

Submitted(+1)

Doing my comment rounds after the jam due to time constraints, but this was one I wanted to make sure I commented on. You always do such interesting games and clearly have a very creative mind. This was a really lovely entry and one of my favorites that I got to play during the jam. Props to you. 

Developer

Thanks for playing, and all the very kind words!

I really appreciate the compliment. I like to think I do interesting stuff, though admittedly they’re usually executed in a more stripped down or janky form than I’d like.

I’m very happy to hear how much you enjoyed my silly little game, thanks again for checking it out!

Submitted(+1)

Great work on the windows 95 visuals! Seeing the screensaver maze as an actual dungeon crawler level with matching early 3D enemies and pictures on the walls is really cool.  It took me some time to understand how the puzzle work but once I did, it all clicked. I had some minor inventory bugs but nothing game breaking. 

Developer(+1)

Thanks for playing!

I'm happy you liked the screensaver level! It's still not quite as detailed or in-depth as I would've liked but overall I'm happy with how it turned out. A fun fact is the pictures on the doors were all made by me in my youth when I was first learning Blender, feels good to finally show them to other people in some fashion lol. And I unfortunately missed it in the credits but the UI pack I used for the windows 95 theme is really well done! https://comp3interactive.itch.io/retro-windows-gui

The puzzle explanation I think needs some reworking, especially watching videos and streams of people playing through it highlights some of the design issues. I am still happy how they turned out mechanically though, it forced me to make my inventory system more interactive and I honestly don't think I've seen quite the same puzzle in a game before?

Sorry for the inventory bugs though, I'm happy they weren't breaking for you but I still have a number I already have fixed or will fix for the post-jam patch.

Submitted(+1)

Playing through that 98's labyrinth was like a child's dream come true. It was a very cool idea to incorporate your old artwork this way, so that's why I thought the 3D artworks on the walls were eerily time-accurate! 

Also, we ended up neighbors in the final rankings 🙂 Congrats on your result!

(+1)

Neat game! I included it in my compilation video series of all of the games from the Dungeon Crawler Jam.

Developer

Thanks for playing and the video!

Sorry I should've added instructions not to pick up multiple items while the inventory is open. It's hard to explain the full issue but I'll be fixing it in the post-jam patch.

Submitted(+1)

Neat little game!

I liked the style and it was an interesting locked door / key puzzle once I understood the instructions. Was a bit confused first and some might have been fixed with wording, but also placing of the instructions on the tile you were supposed to stand on for the first such door could also have helped.

Fighting was nice too, the boss got bugged though so it was very easy, though it did start out a bit too unfair with a huge amount of egg thrown at me before I could get my bearing.

I think its door could have been triggered by stepping off the stones onto the mud/soil.

Movement and exploration was nice and the hidden walls had about the right difficulty!

Playthrough: https://youtu.be/qp1oZ50Llnw

Submitted(+1)

Fun idea, and I really like the "matching" the statues mechanic. Unfortunately I was unable to pick up the last game and complete that level.

Developer

Thanks for playing!

I'm glad you liked the matching puzzles, it was kind of an experimental goal to push me to expand my inventory systems functionality.

By any chance were you playing the downloadable build? Or did you pickup multiple of the same non-stackable item (like a sword) and drop one? Because both of those are unfortunately known bugs, I'll be fixing it with the post-jam patch!

Submitted(+1)

Nice fun game.

I was not sure what to expect at first with this game but it turned out to be very nice game with good mix of styles and gameplay. I like the puzzle part of the 2nd level, it would have been good to see something similar to that but felt like a classic 90s game. The weapon system was good and combat worked well for most part. 

The boss would be good but it had a bug where its AI just broke a few times where it just got stuck on spot until I went up to it in melee range.

Enjoyed this game and like the retro style of it, you did very well with this game.

Developer

Thanks for playing!

I’m happy to hear you liked the puzzles! They were a kinda experimental idea I had to make the inventory a bit more interactive in-game.

Yeah the boss AI I think is getting stuck between states where it thinks it’s attacking but isn’t. Likely caused by switching between melee and ranged. I’ll definitely be fixing that post-jam.

Thanks again for the feedback!

Submitted(+1)

OMG you made a Win 3.11 style GUI for the game, it's so cool! I loved it. I also love how the look of the game kept changing, it reminded me of Inscryption. I found it very difficult, particularly at first, and that's a good thing in my book. Also implementing slot-based inventory is ambitious for a game jam and awesome. 

This is one of the most charming games I've played this jam. Well done!

Developer

Thanks for playing!

Yeah I was aiming for more windows 95/98 but looking it up it does resemble 3.11 as well lol. I just like the look of it, for all of its brutalist utilitarianism there’s an odd childlike wonder to it. Or maybe I’m just nostalgic lol.

I’m happy you liked the changing art style. Ive always wanted a game where the graphics evolve alongside the mechanics, and this is the closest I’ve gotten so far at least.

It’s good to hear you liked the difficulty, though frankly I feel like there’s a good amount of unintentional difficulty due to AI bugs and UI issues.

I did have the inventory pre-jam, I’ve been working on it since last summer as more of a Deus Ex/Resident Evil 4 grid inventory. But it’s only ever been used for a released game now, so it definitely has some growing pains I’ll need to sort out post jam. But I’m really happy you approve of the effort!

Thanks again for all the feedback!

Submitted (4 edits) (+1)

That was very fun!  It was a little weird how the first heist almost seemed like a separate game, and 2 and 3 had very different styles, puzzle and action.  But in that sense it kinda reminded me of a classic Tomb Raider.

It took me a while to get a handle on all the mechanics, and I cheesed a few enemies, but all in all I really enjoyed figuring it all out.

Great entry!

Submitted(+1)

That was fun!  I liked the equipment-based puzzles, was pretty clear what to do, and ended up getting me killed as I didn't have any of my weapons out when some things came out of the wall :D.  I managed to win, although maybe just because the final boss got a bit stuck and I could just hit him over and over again and he stopped attacking back...  would have been hard without that, I think!  I like the aesthetics and the variety in level styles.

Developer

Thanks for playing!

I'm glad you liked the puzzles! I had them in mind before the jam as an incentive to make my inventory system more robust, and I thought it would be a fun unique way of interacting with the world. I do plan on fixing up the inventory system to make swapping items easier, just something I didn't have time to do during the jam.

I've seen the boss either work fine or completely break, and it seems the cause is it gets stuck in a state where it thinks its still attacking but it isn't. I'm assuming it's because it screws up when switching between attack types.

I'm happy to hear you liked the change in style, I wanted to portray a sort of evolution in complexity and difficulty. I don't think I totally nailed it here, so I'm hoping to experiment more with that in the future.

Thanks for all the feedback!

Submitted(+1)

A truly fun submission! Thank you for sharing this with us.

I know you saw the live stream so I don’t have much else to say except, great work!

If you would like to rewatch my playthrough, you can find it here: https://www.youtube.com/watch?v=2Q-icuLI6K8&t=5400s

Developer

Thanks for playing, and for the stream and video!

Submitted(+1)

I couldn't pick up the Mons badonicus. I had several laser swords in the inventory and tried to drop them. I could only drop one, and still couldn't pick up the "mons" so couldnt go any further.

Movement is ok. Would be nice with some buffering/queue but since the movement is fast it kinda works anyway. 

Nice music and puzzles. Took me forever to find the first game though.

UI would benefit from some graphics improvements and bug fixes. Some items didn't show up visually. And legend didn't update properly.

Thanks for the entry!

Developer(+1)

Thanks for playing!

Oh sorry about that, yeah the sword dropping is a known issue others have encountered but I forgot to update the game page. It's listed there now. What happens is when you have multiple items of the same type, and your drop one, the inventory code just returns the first item of that type. Which results in an instance of the item being deleted, but not removed from the items array. And if you try to pick up another item afterwards, the inventory will error out on that null array index when it iterates through every item in inventory to check for available space. Thus, blocking you from picking up anything else.

Yeah I thought of adding movement queueing, but put it out of scope early on because I knew I had a bunch of other systems to add/update. Maybe next year! I did intentionally speed up the movement after feedback from last year, so I'm glad you liked it. This game isn't intended to be atmospheric or spooky, so slower movement would've just been torturing the player.

Yeah another player mentioned having to circle around a couple of times to find the first game. In hindsight I probably should've started with one of the bigger box models for the first puzzle, but I thought it would be fun to have my previous DC Jam entry be the first key item.

Yeah there's a number of fixes and improvements I have noted to add to the inventory post-jam, some I've already added in the git repo like the item dropping bug. The items not showing up is likely due to the known bug of items not being snapped to their grid position, currently that SHOULD be fixed by a workaround of opening and closing the inventory. As for visual improvements, I like the Windows 95 style so I don't plan to change that in future updates. By "legend" do you mean the tooltip?

Submitted(+1)

Yeah tooltip!

Developer

Ah, then yeah I am aware there's a few issues with the tooltip. I didn't list them because they aren't game breaking or really confusing issues, but they will be fixed in the post-jam update.

Submitted (1 edit) (+1)

I loved the aesthetic! It brought me straight back to some of the olden days of gaming. Old wireframe games, Maze screensaver, hover, doom/Wolfenstein, a bit of castle of the winds are some of the nostalgia hits I got while playing. I like how the levels progressed too, starting from more simple times to more 'modern'. The puzzles that organically hinted at the solution that took me a second to realize but were well done. The challenge was appropriate too, I did die a couple times until I got a handle on some of the harder enemies. The boss was a good fps fight and hilarious too with its shooting attack. Multiple attacks was a nice touch on that.

I had a few bugs, mostly related to inventory. One you mentioned, but another was me keeping my inventory opened while picking up some items. One of the game items got 'stuck' on the cursor and a refresh couldn't fix it so I got soft locked since the game needed to be equipped. I think also some of the swords stayed on the ground from the smiley enemies after a reset. 

Great entry that really brought me back to some simpler times. 

Gameplay starts at 25m

(+1)

Love the aesthetic and all of the throwbacks to your previous games.  I had some problems being able to pick up items when my inventory got full, I tried to drop from my growing collection of swords but couldn't pick anything new up. Beyond that it's a charming entry, thank you.

Developer(+1)

Thanks for playing!

Yeah I like fitting in gamebox models for my old games when I can, this is just the most prominent example. I'm glad you liked that too!

I'm curious about this inventory issue you encountered, because I haven't encountered that and haven't seen it mentioned before. There is a known issue where picked up items don't snap to the inventory grid on first open. But were you not even able to move the new items when you had the inventory screen open? And were the items you clicked on not disappearing from the game world?

(1 edit) (+1)

That's correct, items I was clicking were not disapearring from the game world.

I'm going to see if I can replicate it for you and record a video, but there's every chance I won't be able to now!

EDIT: In trying to replicate, I'm unable to start the second level, when I click the start button, it jitters and nothing happens, I'm unsure if this is a known bug or not. I do have a video I can send to you on Discord if you like.

Developer

Oh for the second level it might be a known bug? Try playing the browser build if possible.

And yes please send me the vid on discord, can either post it in the dungeon crawler jam discord and @ me, or just send directly to me. My discord username is EnigmaticCynic.

Submitted(+1)

Surprisingly fun! I loved the puzzle idea in the second level. Big balls were deadly but thankfully they're useless in melee range, heh. Like Dan said, the retro windows aesthetic was super nice! Got to the end, defeated the chicken in a very old-school Doom-like boss battle, hah. 

Developer

Thanks for playing!

The statue/mannequin puzzles is something I wanted to force me to polish up my inventory scripting, and was something I personally hadn't seen that often in other games. So it's good to hear you enjoyed it!

The enemies definitely need another polish pass but I'm happy I was able to actually add different enemy types lol.

And I'm glad you enjoyed the final boss, that one was fun to put together, just a shame I didn't time to fix all the AI bugs.

Thanks again for all the feedback!

HostSubmitted(+1)

I love the retro Win95 aesthetics! I wasn't prepared for how nostalgic it felt to see those Win95 window headers, lol. 

Fun little game with different dungeon styles. That was a nice touch. All the mechanics you'd expect in a dungeon crawler are there. A couple minor "issues" here and there but all in all, great job :)

Note: I had to play the web build since 2nd mission didn't work on the desktop version.

Developer

Thanks for playing!

Yeah I've been wanting to try out the old Windows aesthetic again, I tried it first back in the 2023 jam but that didn't pan out so well. So I'm happy you liked it!

Sorry about the downloadable build issue, I literally exported and uploaded it 2 minutes before submission, had no time to test it. Will definitely fix it after the jam though!

Also if you're able to, do you remember what minor issues you encountered? I'm aware of a number but I'm curious if there's something I or another player missed.

HostSubmitted(+1)

Just some minor graphical glitches (floor gaps) and one end of level guy was stuck, and also that inventory bug you mentioned on the project page.

Developer

Oh ok, yeah I have those issues all noted, thanks!

Submitted (1 edit) (+1)

I retired.

The game is great fun. I like the music, especially the one in the first level, and the visuals are cool, they fit the game, the style changing between levels is cool too. Controls are perfect, the game is punchy, I really like that the opponents die in a few hits, and I like the pace with the key items.

Using the downloadable version trying to enter the second level did nothing. Also the chicken almost got immediately stuck as I started moving through the level. Finally I'm undecided about whether the text hinting the presence of hidden doors in the game was a good idea or not, as is they become a bit obvious while maybe without the text they would still be fine thanks to the visual hint, possibly with a cool "Oh, wait?!" moment the first time you realise they're some, I'm not sure.

Overall a pretty good game.

Developer

Thanks for playing!

Yeah one of the big things I took away from my entry last year is that I needed to speed up the gameplay, so I'm happy you enjoyed that part too.

I'll add that to the list of things to fix, to be completely honest I exported and uploaded that downloadable version about 2 minutes before the jam ended so I didn't have time to test it. Sorry you had that happen. The chicken AI is also something I'm already looking into, I think what's happening is getting stuck in a state where it thinks it's attacking but the tween used to move the enemy is still running.

As for the hidden doors I kinda agree, if this were a larger game I think I would leave it unmentioned. But since it's a jam I decided to blatantly alert the player that they exist, because frankly I wanted to ensure my effort in adding them wasn't completely missed, and players think there's less depth to the game.

Thanks for all the feedback, and I'm glad you enjoyed it!

Submitted(+1)

I really like the cool weird retro aesthetic. I thought the dramatic shift in art style between zones was also really cool. Overall, I really liked the vibe of the game and it plays well

Developer(+1)

Thanks for playing, and the feedback!

I'm glad you liked the aesthetics, I spent a fair bit of time on it as you can imagine. I really wanted the different styles to show almost an evolution of the game and difficulty, something I tried back in 2023 but failed lol.

Submitted(+1)

Hey! The early vector aesthetic is an excellent nod to the original dungeon crawlers, the enemies were awesome and super stylized, and changing the art over time is really cool. Being able to read notes not only from the front view but also from the left and right was really cool. Finally, I wish there was a mute button lol, also sometimes the inventory items become invisible. Otherwise, great project!

Developer

Hey thanks for playing!

Yeah the first level was based off early Ultima and Akalabeth specifically (hell the scene name in Godot is actually just "Akalabeth"), and the second level is based off the Windows 1995 Maze screensaver lol.

As for the mute button, there is volume controls in the pause menu, with separate sliders for master volume, music and effects! I thought I listed that on the game page but didn't have time to add a tutorial in-game. If you missed it though likely others have/will as well.

Yeah the inventory items being invisible is because of the hacky nature that items are added to the inventory. So behind the scenes the game picks the item up, moves that held item to the next free inventory slot,  and then places it in that slot. For some reason the picked up items don't snap to their grid slot properly. Closing and reopening the inventory fixes it as it forces it to "refresh" the grid.

Thanks again for all the kind words and feedback!

(+1)

Nice job! Got slaughtered by rats but very fun mechanics and good job incorporating the heist theme.

Developer

Thanks for playing!

Our of curiosity did you play beyond the first level? I promise it gets more interesting later on lol.

Also I noticed you recreated the Windows 1995 Maze screensaver in Unity, did that make you gravitate towards my game at all? Because if it wasn't obvious the second level is heavily inspired by that screensaver.

(+1)

No I made that a few years back wanting to make something like it in Unity and finally figuring it out. Just a fun project, but funnily enough it would make for a great dungeon crawler ;)

Submitted(+1)

Fun concept overall! Although I must say I was a bit irked when I didn't keep my items between levels lol. Simple but fun.

Developer(+2)

Thanks for playing, I'm glad you enjoyed it!

Yeah unfortunately I still haven't gotten around to having a proper save system in Godot yet. But frankly I thought the way I setup the game it made more sense to not have the items carry over (what with different artstyles and "servers"). I did initially plan for the game to be more like Cruelty Squad or Hitman where you could choose a couple items to bring with you, but frankly that was just way out of scope.

Better to be simple and fun than complex and boring!