Play game
Tomb-O-Chorro's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #1263 | 2.714 | 3.000 |
| Enjoyment | #1321 | 2.513 | 2.778 |
| Gameplay | #1352 | 2.312 | 2.556 |
| Innovation | #1400 | 2.211 | 2.444 |
| Overall | #1450 | 2.295 | 2.537 |
| Theme | #1474 | 2.312 | 2.556 |
| Audio | #1654 | 1.709 | 1.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
We made a game where explorers will risk their lives trying to get our precious biscuits! They'll have to explore our dungeon and we'll use all of our loot to distract them.
What code and assets did you not make from scratch during the jam (if any)?
We downloaded some sound effects from here https://tommusic.itch.io/free-fantasy-200-sfx-pack
Everything else is our own and made from scratch
How many people worked on the game?5
Leave a comment
Log in with itch.io to leave a comment.


Comments
A fun and interesting little game. The random items you gets, sometimes make it impossible to solve the puzzles. But overall a good jam game.
I think the idea is really creative and fun, and the mechanics kept me experimenting to see what would happen. That said, I agree with others that having a bit more clarity would make it stronger. For example, some levels felt more about luck than strategy because of the randomization. Even with that, it’s still engaging.
I agree with some of the comments posted here before; objects need to be static so it has a puzzle based gameplay, but at the same time I can understand that without the randomness, there's no risk. Bisides these design problems, the game still got me interested and beacuse of the mechanics. It deserves more attention because 3 ratings (at the moment I write this) isn't enough for a good project like this one.
I liked the concept, but if I had to make a recommendation, it would be to have the starting objects be static for each level. The randomization made it so sometimes you could not complete the level.
I enjoyed it, but that was a lot of information at the start, I think it would be better to introduce a mechanic each level.
edit:
-There's no indication that you can use right click to remove a trap, I realized quickly but I think a simple text would be helpful.
-maybe I'm dumb, but reading the item descriptions I thought we were supposed to help the explorer, not kill them.
Interesting and unique game. I could not quite figure out what to do once I put a wall on the path.