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A jam submission

Dwarven SteamJunk 2View game page

Walk through abandon dwarven factory, disarm traps, fight sentinels and break down everything you showel can reach
Submitted by saurterrs — 5 minutes, 33 seconds before the deadline
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Dwarven SteamJunk 2's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#423.3533.353
Graphics#722.9412.941
Overall#723.0443.044
Gameplay#822.4712.471
Authenticity (or, Creativity in use of resolution)#893.4123.412

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Themes
Undo - you are undoing someones constructions
Left behind - these constructions were left behind by their creators

Team
Alone

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Comments

Submitted

It kinda hurt my eyes against the very light room I'm in, but really cool concept overall. The controls were well done, since I figured out how to shoot sigils very quickly. Cool game!

Developer(+1)

Thanks!

Submitted(+1)

Graphics are super cool!

Developer

Thanks!

Submitted(+1)

Graphically beautiful, although often obscuring important details. I loved the overall vibe. What this needs more of are checkpoints, it is quite unforgiving in that players have to restart from the start when game over.

Developer(+1)

Thanks for playing! There are checkpoints, but I guess I could have set them more often :)

Submitted(+1)

Not bad. A lot of interesting mechanics. I didn't really mind the low light aspect. Getting lost in the dark isn't a bug, but a feature. Great job!

Developer

Thanks you!

Submitted(+1)

Really impressive seeing a first person 3D made in such a tiny resolution! There’s a lot to like here, but I found it very tough to make out details; the environment is very noisy and it was difficult to tell what I was looking at, at a glance.  That said, I love the atmosphere. The soundtrack is spot on! 

Developer

Thanks!

Submitted(+1)

Your proposal is interesting, good work.

Developer

Thanks!

Submitted(+1)

Overall the idea of a spelunking in the old ruins game would probably hook me, and although the resolution feat in a 3D game is neat, I feel like this is kinda pushing the edge to much on the wrong side. For ex the trap after the platforming section into the 4 way room is basically unseable, and to this day I don’t know what and where to aim exactly with the shovel, the only way to know that it is gone is to spam attack and listen for the audio queue. The game idea itself is neat, I just feel like pushing it down to 64x64 is to much.

Casting sigils probably shouldn’t take multiple second, because it feels like waiting around for no reason at all. hard to say anything about the graphics here, I guess they conveyed the mood perfectly with the lighting, but probably that is all I can say.

Honestly, I’d abandon the 64x64 resolution and work on the game normally because I can see the potential there.

Developer

Thanks for playing my game. I understand that it is pushing, that was a point if it would be feasible in 64x64 :). Did you try html version or lightmap fixed version?

Submitted

We were playing through the web on stream, that said I didn’t really feel like darkness was my enemy due to the sigil. To me the level of detail was the bigger hurdle.

Developer

Got it, thanks

Submitted(+1)

There is some very good stuff here, I just feel like it isn't suited to the low resolution. Even aside from some lighting issues it is very hard to see things, and just identifying doors/landmarks is difficult with everything so blurry. Very good soundtrack though, and great ambience.

Developer

Thank you for playing my game!

Submitted(+1)

The game itself was fun and the SFX and music were top notch. Good job!

Developer(+1)

Thanks!

Submitted(+1)

The idea of making a first person 3D low res game is cool! 

I really wanted to like it, but I kept falling through the floor or walls..  I couldn't tell what was what or why I kept falling to my death but I watched the level as I fell, ruining the immersion of being in a cave. Wasn't sure what to do then finally figured out I could break the first barrier only to continued falling off the level. I did eventually find a switch that seemed to control platforms but fell again. I got frustrated and gave up.  I wish more time was spent on the first few minutes of gameplay so I could have gotten the hang of it, but it was too hard to see what was going on. Nothing made much sense to me unfortunately. Would give it another go if it was easier to play. 

Cant wait to see a more polished version! Definitely stick with it!

Developer(+1)

Thanks for playing my game! I am sorry it gave you this amount of troubles. I intended to make a small tutorial explaining mechanics but ran out of time. There is a bit of platforming at first, also light sigils would have helped you to see the environment around.

Submitted

You're very welcome! I did use a light sigil but it didn't seem to help much. maybe a torch that the player held, or a headlamp would have been more useful then placing sigils? Just a thought. I don't ever mean to be overly critical, but I do want to give honest feedback that can help you to improve. So please don't take it personally or too hard. Games are always tough to make and the fact that you got it to this point speaks in volumes! I really would love to see it more polished, because its a cool idea!

Developer

I have added windows build with fixed lightmaps. As it is post submission date it can not compete, but it is much easier to see things and navigate.

Submitted(+1)

I always like it when people do first person 3D games for this. Very unique. I did have an issue where my camera seemed to pull to the right as I moved but overall very well done!

Developer

Thank you!

Submitted(+1)

I unfortunately found the game hard to play. As you already mention in the description, it is very dark up to the point of losing orientation. Sigils can be buggy and seem to be persistent after death. Sometimes the shiny orb from the beginning does not actually emit light, so you're stranded in the dark. I pretty much kept falling to my death at some point rather soon, which I suppose is part of the game and not me dropping out of the map.

I also at one point had to reload the page because the game wouldn't accept movement input anymore, although mouse input was still working.

I think this game would work better in a higher resolution (and proper light maps), but I have to admit I gave up eventually. Maybe release a fixed, high-res version outside of the jam?

Developer

Thanks for giving it a shot! It is totally playable at 64 resolution, but I will definitely add version with fixed lightmaps as postjam version. Maybe in a windows build.

Submitted(+1)

I'm sure its playable when the lighting works, maybe I was just out of luck there. Definitely works better on higher res though :)

Developer

I have added windows build with fixed lightmaps. As it is post submission date it can not compete, but it is much easier to see things and navigate.