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A jam submission

Maze of MisfortuneView game page

A First-Person Dungeon Crawl through a maze full of monsters
Submitted by Willkshakes, BoredSkeleton (@garrett_hobson) — 7 hours, 56 minutes before the deadline
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Maze of Misfortune's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#134.4744.474
Secondary Theme Interpretation#143.9213.921
Overall#163.8953.895
Gameplay#253.7373.737
Gameboy Soul#363.9473.947
Quirkiness#373.6843.684
Soundtrack/SFX#413.6053.605

Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game meet GBJam's theme?
Maze of Misfortune centers nearly every mechanic around a Luck stat, which starts in the negative and can only be increased by finding Lucky Charms. Most outcomes for actions like shooting, screaming and praying, as well as the quantity of any loot are determined by dice rolls, but your Luck score is added to almost all of them and will drastically affect what happens.

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Comments

Viewing comments 27 to 8 of 27 · Next page · Last page
Submitted(+1)

really cool, was hard but I enjoyed the fighting, just wish I had figured it out better before dying at the end.

Submitted(+1)

Banger, hits on a lot of fronts for me - I like the shooting/luck based battle elements, the vibe of all the monster names and text is great, especially the little quips popping up from my character as I'm exploring. Love the bass tones you're using on the OST too, sounds in general are :chefs kiss:. Graphically too I'm impressed that you got something so readable and clean and at least made it look like it kinda was within the game boy limitations if you know what I mean. The purple color scheme feels very appropriate too. I will say tho I had a little trouble reading the map but that's a pretty minor gripe.

Submitted(+1)

Very polished entry! This has the most visible graphics out of all the 3d entries I have seen.
I really liked the use of luck in this game. It had me on my toes during combat, not knowing what the outcome would be. The overall feel is arcade-like and addicting.   

I found the maze to be disorienting and basically had to completely rely on the map to figure out where I was. Not sure if that was intentional or not - I could see it being either way. It felt very game boy in that way. I never ended up using the fairies when they spawned, but later in my run I found myself with just 2 health and was willing to sacrifice some luck to grab a bit of health. The fairies were gone... I think it could encourage the player to make decisions (sacrifice luck) or backtrack if they stuck around. But I could also see memorizing where they are and taking the chance before a hard section on repeat playthroughs as good design. It all depends on the goal - is the goal to keep players coming with repeat playthroughs? Or should they have a decent chance at beating the game the first time? The former is much more of a gameboy era design philosophy, where the latter is more in line with what players expect today.

I think the fact that I'm pondering these design questions speaks to the polish of this entry. Very engaging  and polished entry, nice job!

Developer (1 edit) (+1)

Thanks for playing and for the kind words! We were definitely going for an old school repeat playthrough to learn the game approach. We figured a smaller amount of content that took a few attempts was a more economical design for a jam. And that extra level of semi-punishing randomness keeping you on edge during combat was our main objective for the player's emotional state. Very glad that it worked for you!

Fairies don't (or at least shouldn't) de-spawn though. They remain even after you heal with them and as far as I'm aware there's nothing in the code that can remove a fairy from a room, so either you backtracked to the wrong place, or you encountered an as-of-yet undiscovered bug (not impossible, we've been relatively bug free so I've been waiting for a big one to appear). Having to choose between luck and HP, and deciding whether to backtrack to one or not was our core idea for them, so if they are de-spawning that's a big problem!

Submitted(+2)

The game is great, and even though it has a 3D look, you can totally imagine it on the Game Boy. Really well done and I had a lot of fun!

Submitted(+2)

Really enjoyed the vibe of the game. The art is really nice and the sound is fitting to the GB ! 
I got too unlucky in my runs and it was sometimes a bit frustrating but overall it's a pretty solid game ! 

Submitted (1 edit) (+2)

I liked the graphics and the combat system was unique. Im not sure if there is anyway to strategize since its very luck based but still managed to pray a couple bullets into existence and then got killed by the cthulu looking creature. 

Developer(+1)

Thanks for playing! There's some strategies to be found. If you scream at a Slugg a few times to lower its Luck you can Prayer-farm it for health and bullets, but aside from that the game requires a little bit of trial and error, learning where enemies and items are, but it is for sure pretty luck based overall. You could plan a perfect run and still lose because you cant land a shot.

Submitted(+1)

That was a fun game!

I ended up out of ammo against the mindflayer at the very end, so spending a few turns praying against him was weirdly a pretty funny situation.

My only nitpick would be that I would have liked to see the currently-faced direction on the map, but that was just a QoL issue, so not too problematic.

Good job overall :)

Developer(+1)

Hi! glad you liked it! The map was a last minute addition, it could definitely be improved. I think using an arrow sprite for the player rather than a square would be better, but we also found it confusing not knowing what direction we were facing, so we added the compass to the map screen. I think having the compass + an arrow sprite would be the best solution going forward. We can look at adding that to a follow up build after the jam! Thanks for the feedback!

Submitted(+2)

The 3d effect is so cool in a GB game. I also like that the deeper you go, you encounter more difficult enemies. That tickles my exploration itch.

Praying is a clever mechanic to give you a chance to get you out of a pinch, rather than just dying when you are out of ammo or low on hp.

With a whole bunch of praying, I managed to beat it in my first attempt. Very nice game.

Developer(+1)

Glad you enjoyed! Praying is paramount in this game. If you pray at the right times for enough turns, eventually you'll get whatever you need to progress. We didn't really plan for that to be the case but the strategy became apparent after release and I think its pretty fun!

Submitted(+1)

Wow! How polished! The art and character designs are quite goofy and charming, and the mechanics are mostly well-conveyed (except for the true extent of prayer's power. I only found out about prayer healing on my last run at the final boss). All-in-all, a good time!

Definitely feels like one of those old-school games where the main strategy is already knowing where you want to go and what you have to do, which the game is short enough to accommodate. As much as I really like the design and flavor of the secret character, I avoided doing that on my winning run. In my personal estimation, the damage you "have" to tank to get the [special item] is just not worth being able to keep an extra charm for the final boss.

While I liked most of the difficulty balancing, I think enemies being as unpredictable as the player and prayer might have been a bridge too far. It could just be a writing and framing issue, but with how much standing around the enemies end up doing, a monoclops doing 8 damage in 4 turns carries a distinct flavor of "unfair" in what is a relatively fair game. It's not really "Ah shucks, I missed!" so much as "Ah shucks, the enemy became uncharacteristically intelligent for an extended period of time!"

The soundtrack is nice and creepy, and the sound effects do a great job conveying the action. That said, there's a weird audio imbalance between the intro / ending music and the rest of the game; I got jump-scared by the louder ending music after winning!

Fantastic! Great work!

Developer(+1)

Yeah I've been wishing I could go back and balance the audio better, the Title screen track is louder than the gameplay track, and the victory track is louder than either. But audio was stapled onto the game at the last minute.

It's for sure a very RNG dependent game.  We did our best to get the game into a position where one can consistently clear the game once they know the layout, but like you said nothing is stopping a chain of bad luck where you miss 5 shots in a row and are blitzed down to 0 hp in just as many turns. Given a little more time we would have tutorialized a little bit more (but I'd also worry that too much of a tutorial would make it harder to just hop into a run quickly).

Thanks for playing! I'm glad you enjoyed and I'm happy you saw the 'secret' miniboss!

Submitted(+1)

The art style of this game is great! I liked the implementation of Luck as a stat (we did it very similar for our game). I enjoyed playing this! Thanks!

Submitted(+1)

I had a lot of fun playing a few rounds of your dungeon crawler! As one of the other commenters mentioned, being able to see at least one space ahead of you would have really helped orient the player in the space.  That map was a life saver. Awesome visuals and luck mechanic, too. Thanks for making and sharing your game!

Submitted(+1)

I really enjoyed this! A great dungeon crawler that suited the theme really well! I was a bit confused about how objects seemed to follow you around at first, but I got used to it. The only thing I would have changed would have been making objects visible one block ahead of the player like the walls, so it doesnt look like they are warping at you. (I understand enemies jumping out from the shadows.). Overall I really enjoyed it even though I couldnt beat the final boss after like 6 tries haha. Awesome entry!

Submitted(+2)

This is so much what the project I worked on wishes it could have been.

It was interesting playing the game and seeing how many things were approached similarly, even if most of the stuff in my project never got implemented.

If I open the WebGL player in a browser window on half my screen and don't fullscreen it, it crops off the right edge of the gui. For a second I thought it was a bug in the game, but the HTML padding on the player seemed the primary culprit, preventing the player from occupying a little more space.

Developer

Aw glad you liked it! Not sure what can be done about the webgl player, unfortunately.

(+1)

the character art is great here/ the look on their faces when they get shot was funny every time! nice work

Submitted (1 edit) (+2)

I'll be honest, when I saw the progress of this in the gbjam discord. I thought it wouldn't be something that you'd see on a gameboy. Man was I wrong, this would feel right at home on the portable console. Surprisingly in-depth and long experience too. I especially appreciate the old school dungeon crawler quirks too. Loved that the enemies all made different sounds, but damn, they're some lucky sluggs compared to my unluck.

Developer

I know for a fact that the game is, in a vaccum, mostly fair, but I'm with you those Sluggs are lucky little monsters I've had multiple runs start with me missing 3-5 shots in a row on the first Slugg.
Thanks for playing!

Developer

Yeaaah haha this is definitely a game that requires multiple play throughs. Somtimes you'll get a run where you nail all the enemies on the first shot for like 6 rooms in a row, others you run out of bullets very quickly. My advice is just if you have more than have health and are fighting sluggs, pray a few times to get some bullets and maybe some heals since slugg damage is so low.

Submitted (1 edit) (+2)

This is just such a well-made game that it's difficult to even say much about it. There's a whole extra layer of strategy in how luck is handled during gameplay, as you're encouraged to expend your actions and resources wisely. Congratulations!

The only minor gripes I could even list would be: First, both normal doors as well as gates that can be opened could be displayed on the map, though at this resolution and number of colours I don't even know how you'd accomplish that. Speaking of colours, I wish that the game would swap palettes whenever you enter a different "zone" (as in, an area after a gate) so navigation is a little easier.

Fantastic job

Developer

I appreciate the high praise! I agree, both of those features would have been nice to have, but it is what it is. Thanks for playing!

Developer

Yeah I thought about color coding locked gates on the map, but the only color we could've used for the borders other than the one we are using is the one we use for the player marker, and I felt that would be too confusing. As of now the only sides of rooms that have borders on the map are those that are just walls or those that are locked gates, which lose their border when the gate is open, so for now you just have to memorize rooms that were dead ends on the map before that now show an opening.

Thanks for playing, I'm glad you enjoyed!

Developer

Actually, just discovered our first bug, map tiles don't update when doors become unlocked! So no wonder navigation was difficult.

Submitted(+2)

Loved this game, one of my favorites of the jam so far. I played for quite a while. The vibe was great, the navigation was fun, the art and monsters were awesome. The music was cool as well. Loved the pray mechanic, and could keep clinging on to life for much longer than I thought. Was consistently surprised at new enemies and mechanics being introduced.

Developer

We kind of surprised ourselves with how much content we managed to introduce! Thanks for playing, glad you enjoyed!

Submitted(+2)

Loved the font! (haha)

Great work on this, your team got a lot done in a short time!

Developer (1 edit)

Oh hey! Thank you for making such a wonderful font! I didn't realize you were also in this jam! I literally saw so many of your updates in the progress channel in the jam discord but didn't make the connection. I can't wait to try out 13 Unlucky Days!

Submitted(+2)

Nicely polished RPG. A lot of complexity went in here, and during a jam, impressive.
Very nicely presented, you made everything readable and functional in such low res. 

Congrats!

Developer

Thanks for playing! A lot of effort was put into trying to keep the screen readable. This style of game can get real cluttered real fast if you're not careful.

Developer

Thank you! A lot of the complexity came about naturally during the development process. We tried to take measures to curb some of the randomness or at least make the bad luck fun and engaging. Most of the targets for you to actually succeed on a roll are pretty low to account for your negative luck modifier, and there's a bunch of hidden logic with Pray and Scream actions to give you contextual benefits that are more likely to help you depending on your stats in the moment.

Submitted(+1)

Ahah, yup me too, didn't read enough to see there was a map :D Bummer I ended blocked in a fight without any more ammo, maybe I missed something. But otherwise what a well rounded entry, super cool game !

Developer

When stuck in a fight with no ammo, try Praying. You might just find that the gods slip you some extra bullets!
Thanks for playing!

Submitted(+1)

I prayed and I prayed guess I was .... unlucky ! boom

Developer

Alas, sometimes the gods don't listen u_u

Viewing comments 27 to 8 of 27 · Next page · Last page