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A jam submission

Dungeon CuisineView game page

Submitted by Kozure Okami — 3 minutes, 45 seconds before the deadline
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Dungeon Cuisine's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#592.1052.105
Overall (Fun and Playability)#641.8421.842
Creativity / Innovation#662.0002.000
Visuals#672.0002.000

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
End game boss is a dragon

Where did the assets come from?

External graphics

Some graphics assets were downloaded or made prior to the jam

External audio

Some audio assets were downloaded or made prior to the jam

AI graphics

Generative AI was used to create graphics

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Comments

Submitted(+1)

Great game idea!

I really liked the concept, and the encounter pace was good but sometimes it happened when I was intereacting with something so I ended up with multiple overlays on the screen. I wasn't sure if I was just fighting 1 or 3 slimes at times, only did damage to the first one and then battle ended when it died.

I liked the battle music, environment was nice. The avatars looked great and so did the art of the enemies.

Managed to make a dish!

The browser build just got stuck loading at 95% (firefox and chrome tested), but it ran fine on Windows.


Definitely the kind of game once polished I could see myself playing on a portable. 

Developer(+1)

Hey thanks a lot for playing and the kind comments! Yeah interaction windows appearing on combat is pretty annoying. I fixed that issue, now door and chest interaction panels only appear when "e" key is pressed and when player is near them. It will be in the post jam version. You fight against the exactly the same amount of enemies you see on the screen but battle system is very glitchy right now, you can hit them individually if you click on enemies with mouse. If you hit them with buttons, you only hit the first enemy of the group. I will fix this in the next update too.

Browser build doesn't actually get stuck, it takes long for it load. Loading bar reaches to the end then you need to wait like 5 minutes or more depending on your connection speed. The file size of the WebGL build is 195MB but i guess it's still bigger than a browser game should be.

Submitted(+1)

This game has good graphics and audio and feels well presented. Movement is nice and smooth!  The concept of the game is very interesting: it's like a restaurant where you have to fight and kill your own lunch :-)

I made it to the first cooking station and met Mario the Dwarf, where he ate a burnt stew made from dead Mushroom Man. Mmmm... yummy! ;-) Sadly the stew wasn't very nourishing, as we all died of soon after :-(

For a 9 day jam I think you implemented a lot of functionality. The most important additional thing to implement would be a map.

Re performance, I use Linux on a basic office-type PC with integrated graphics, and I successfully ran the browser version of your game using Chrome, although CPU and RAM usage were both maxed out. Hope that info is useful.

Thanks for submitting to the jam!

Developer(+1)

Hey thx  a lot for playing and for the feedback! In the jam build of the game, there were 3 recipes. If you add ingredients which is not in a recipe or the cook of the party hasn't learned that recipe yet the resulting dish is a failed dish. If you have a walking mushroom and a slime gelatin in your inventory you should have cook a mushroom risotto dish but i think there's a bug there. I also failed to add the logic for dishes to replenish the food meter in the given time.  In the post jam version which i will upload after the voting ends those issues will be fixed.

As for the CPU-RAM usage. I checked it both on Chrome and Firefox. The CPU usage is mostly on %1 sometimes spiking to %6. RAM usage is %22 on Firefox while it was around %25 on Chrome. My system is not a exactly a beast either. I have a Ryzen 5 5600 and 32 GBs of RAM which i bought 3 yrs ago and my OS is Windows 11. But still i think i should optimize it better, i couldn't spare any time to optimization so far.

Submitted(+1)

Ah, a shame that you ran out of time and could not implement all that you wanted. The encounter rate seems a bit high for my tast, but the battles are fast. That is a plus. The searching for traps stuff gave a nice feeling of pen&paper rpgs. I played in a web browser and had some lighting glitches. Performance was fine, but maybe slower system could have problems there. Sfx and music are fitting and the graphics are smooth. Movement could be a bit faster I think.

Developer (1 edit)

Thx a lot for playing my game and for the kind comments! I thought i set the encounter rate to %1 but after your feedback i checked it again and realized that i actually set it to  %10 instead of %1 !! So really  sry about that :D Yes the lighting glitches onyl occur on browser version which is problematic in rendering some of stuff. I will add a note warning that the Windows version is more stable. I got a lot of feedback about movement so it's on the top of my list of things to fix  in the post-jam version.

Developer (5 edits) (+1)

Hey man what's up? Good to see you back here after 2 yrs! You reviewed my game on DC Jam 2024 as well. Thx for paying and for your great feedback.

I noticed this 2 days ago, there's a duplicate locked door behind the unlocked door. You can notice that there are 2 door handles there. The duplicate door is locked. When i created the door prefabs, i forgot to delete the old door objects on some of the doors on the map. It's what barring the enterance. That door wasn't supposed to be locked normally. You don't need keys for wooden doors. You need keys for Iron Doors but since the access is blocked to the area where the iron door keys are, progress is blocked for good.

Yeah i think i did good on perspective.  I put a lot of effort on level design as well. I designed it from scratch a few times, not satisfied with the previous versions. I'm very glad that you noticed the monsters fleeing from battle. I have a morale system in the game for battles but i ran out of time before i could properly adjust it and there are only 2 types of enemies minus the bosses. I wanted mushrooms to be coward enemies for example. They're basically running for their lives just like in the anime lol.

The implementation of  hiding and backstabbing is directly from Wizardry which is ofc inspired by DnD like every RPG in existence :P  For lockpicking doors,  detecting/disarming traps i was heavily inspired by Wizardry 6. In the future builds i plan to implement the front row-back row system from Wizardry as well. Battle formation is very important for me in party-based RPG games too.

I don't think slowness of movement stems from your rig, it's the base movement/rotation speed of the game. Others have complained about the other issue as well.

Yeah consumables are one of my biggest failures in the game. Like it's the most basic thing and i screwed that up by adding  potions in the last minute. 

I haven't noticed the battle commands bug before you wrote this. Thx a lot for reporting it. I'm adding it to the bug list to be adressed.

Submitted(+1)

I couldn't get any of the keys to the 2 doors after the camp, there's a door in the beginning that I practically never managed to open (it's physically stuck) so I've been wondering whether one is there. Given I'm dumb I might totally have simply missed one on my path (or a hidden door).

Perspective and movement feel good and I really like that you've got some RPG dungeon mechanics with stat checks to pick doors, check for and disarm traps, this enhances the RPG feeling of a game a ton, I love that. Besides I like what I've seen of the dungeon including the checks, then, but also a compact place with connections and locked doors rather than long corridors. The starving loop (although it doesn't matter here, and rightfully so as you can't get your bar back up) is interesting, I enjoyed hunting lonely monsters but fleeing at all cost when there are too many. That enemies eventually leave reinforce the hunting theme, it's a very appropriate feature. Combat system is good, Hiding in shadow then backstabbing sure immediately tickles the D&D nostalgia, as someone who likes when thieves are doing just that while the warriors are only attacking (instead of every character feeling like a mage in practice) I like where this is going.

Movement is slow on my rig, no idea if it's the normal speed of performance issue, in the former case then it's slower than I prefer.

It's too bad consumables don't work as otherwise the game would be well balanced which is something I appreciate. There's a bug when choosing commands in combat the dead characters are (sometimes?) not ignored (if I have two dead characters the 2 first characters overall play, nevermind who's dead).

Thanks for sharing!

Jam HostSubmitted(+1)

Very nice! I had a similar experience with the bugs - small things here and there mostly. Text became "New Text" after I restarted a game, I was told there is no thief in the party when checking for traps on a test but Lupin had 39 health, stairs let me walk in, little stuff like that. Overall I think you've got good bones here. I really like the dungeon itself, it feels immersive and looks and sounds really good. I'm jealous of the water drip sounds, I want them in my game. This is a place I really want to explore. I also love cooking and crafting mechanics so I'm glad you added that.

I couldn't figure out how to heal (I think the potions are bugged) so I wasn't able to get very far after 4 playthroughs. It feels to me like a few tweaks here and there and the whole game would come together, but that's game jams for you. I think with some bug fixing and polish you should be able to re-use the core of this as an engine and hit the ground running next year. I'd also like to revisit this one if you make a post jam release. 

As for movement speed and combat difficulty my thoughts are the same as other people that posted. Lighter and faster so I can see more of the dungeon.

Overall it's good, well done! 

Developer

Thx for playing and for your kind words! Restarting function is very glitchy, i added a note to description warning players not to use it. "No thief in the party" text is a bug too. It actually recognizes  the thief and lockpicking-detecting/disarming traps actually work. I tested that after i submitted the game.  Yeah i think one thing i managed to do well is the dungeon atmosphere. I like the warm lighting and the gloomy dungeon ambience. The stylized textures contribute well to the ambience too. I got somewhat close to the atmosphere i wanted for my game.I think good SFX makes half the atmosphere and game feel of a game. It has a very important role for making the game more immersive.

This is my biggest embarassment about the game. I added potions on the last day of the jam and didn't have time to test them out. Also the cooked dishes don't replenish food but it doesn't affect gameplay since nothing happens when food gets to 0. I didn't have time to add the gameplay functionality of food system, it's kind of like a mock up right now. But i like my cooking system. It actually works very well with some very minor bugs. 

I am doing a list of bugs and to-be added features list right now. I'll start working on the post-jam version in a couple of days. I'll upload it as soon as the voting ends. As for the movement do you think i should increase both the movement and rotation speed? I need to finetune it by trial&error but do you think i should increase it like 2x? Bcs i want it to be snappy too but i want it to look and feel smooth as well.  I both wanted to participate to the jam and also wanted to protoype my ideas for the game i'm planning to fully release. It was a great experience in any case.

Jam HostSubmitted(+1)

Oh yes, last day functionality always goes this way doesn't it? It's too bad. 9 days is not a lot of time to make a game for sure! I'm excited to see the post-jam version of the game. Regarding the speed of turning or walking I do think making them faster is a good idea. Probably about 2x speed. Although I love instant step so I might be biased towards fast movement.

I'll make sure to give it another go post jam :)

Submitted (1 edit) (+1)

Cool game! I experienced a couple bugs, but nothing game breaking (e.g. I could walk inside of stairs, and potions did nothing). The visuals were great, however I wished you had teamed up with an artist instead of using generative AI :). Music and sounds were good. I got pretty far into the game, but I unfortunately couldn't figure out how to feed the party. It doesn't either seem to do anything really once they get to fainting. One thing, is that the amount of enemies later on is way too much, I ended up having to flee from nearly all late game encounters.  Otherwise decent game :)!

Developer (1 edit)

Hey thx a lot for playing my game and for your feedback! The bugs are not game breaking but unfortunately they make beating the game impossible. Bcs i completed the game, if i could just fix a few things in time, it would be a beatable game. I thought of teaming up with an artist but that's hard for me. I teamed up with others before in another jam. It didn't end up very well. The generative AI assets take about %10 of the total visual assests i used in the game but they're the most pivotal ones in the game so they probably stick out. If i can make this a commercial game, i'll definitely replace the AI art with hiring someone on Fiverr or something like that. I looked for a sprite good package for character portraits and enemies but i couldn't find anything to my liking. They're placeholders for now. 

You are supposed to replenish the food meter by cooking at a cook station and eat the dishes you cook there. But to my great frustration the dishes don't replenish food as health and mana potions don't replenish mana and health.  Also when food meter is down to 0, characters were supposed to lose HP on every step. I failed big time on that one. Should've tested it.

Amount of enemies don't increase later on, they are spawned with a random range of 1-5 enemies on each group. There are 2 monster groups max right now. I know that it's very unbalanced too combining with the fact that you can't use curative items and the monster HP being too high, it blocks progress for the most part. Fleeing from them is one workaround to make relatively more progress in the current build.

Submitted(+1)

I played the game and my experience and bugs found is largely the same as NikaKh, plus the potion from inventory doesnt work. With more tweaking, and more info at the start on how the game works, this could be a fun game!

Developer (1 edit) (+1)

Hey man what's up? Thx a lot for playing my game and the feedback. 

I added the potions as a last ditch effort to make the game possible to beat but to no avail. I just saw that the potions don't work when i test the game after i submit. I should've spared at least a day to test the game and fix bugs. As you said if i could make those fixes in time it would be a beatable game. I completed  it,  just couldn't fix it

Submitted(+1)

If you end up making an update let me know, I'll play it!

Developer (1 edit)

Thank you, i will

Submitted(+1)

I reset game 7 times or so (as in - I closed the tab and opened it again) and something is wrong for sure. My first fights are fights with 4 and more monsters and they are not pushovers either. I kind of die without ability to explore or experience any actual mechanic...

Things I noted while trying to get in the game:

  • Movement and turns are really slow. Exploring bigger dungeons with that speed would feel awful - you might want to give it a bit of 'snap' so to speak, faster and more reactive
  • You can pass through first staircase. It probably was meant to be unpassable :)
  • Door being open and blocking movement is a nice touch, but I would either like to pass through it or be able to close it and go. 

Idea to be inspired by certain anime is a good idea. It feels like it may be a good game, but I would advice against making basically same characters as anime... be more creative! Wish I could experience a bit more of actual game, but that often happens in jams with some bugs blocking players... dont be discouraged :) Its a step and a big one. It allowed to be rough around the edges at first. You got this!

Developer(+1)

Thank you very much for playing my game and for your valuable feedback!
Which browser did you play the game on? I tested it on firefox, opera and chrome. It was working fine in all of them. I also uploaded the Windows version but i don't know if you're using Windows.

The maximum number of monsters that can spawn and their HP are way too high. Even if you had start the game with 6 characters, it would be too much. I tried to imitate Wizardry games which you can encounter cohorts of enemies but the chance of them spawning is higher on mid game or late game not on start. So i failed to balance that out.

- Yeah i think movement and rotation is a little bit slow too, i need to finetune that. I couldn't adress that during jam time, didn't want to spend too much time on that
- Yikes, i completely forgot to set the staircase layermask to "wall". Wasn't even aware of that, never walked towards the stairs to test it. Compleletely missed that one, thx for pointing it out
- Actually door's collider should be turned off when the door is opened. I didn't want that to block player movement in the corridors when it's open. The door automatically closes after 3 seconds. I think i should reduce that time to 1 second. I add this to my notes as well. I will look into it

The character portraits are placeholders in the current version of the game. For the full version of the game(if i ever manage to make it happen) i am undecisive between set characters or player created characaters. But i'm leaning towards set characters bcs i want it to be a story driven game. Player created characters feel like empty slates to me. They offer gameplay freedom but narratively speaking they feel empty. I'll explore the possibilites as i develop the game so nothing is final now of course.  I'm not happy with the final result but i'm not pessimistic either. I think this game is better than the one i made 2  years ago in DC Jam. That game was not even half complete. I completed this game. There is an ending. It could be a beatable game only with some minor tweaks and fixes. I think this is progress




Submitted(+1)

I play on firefox, but all glitches I encountered so far seemed like it were just usual missteps, like collision on door being turned on while it open and enemies being too rough at the start. Enemy being so tough is basically solid block for progression at the moment... judging by screenshots - it should not be as bad and maybe some kind of bug with enemy power just creeped in at the late stages of the development. 

In general for jams its always better to undertune than overtune encounters. You always can crank the numbers up later on, but it will help people to understand other mechanics better... especially when game is all about other mechanics, like yours seem to be!

Submitted (1 edit) (+1)

I love Delicious in Dungeon too, so I was excited to play this once I saw it!  I had some issues with the number of enemies you'd have to fight during combat and sometimes combat would just end mid fight also. The dungeon wall tiles, arches and doors looked nice.

Just a heads up for anyone else trying the web version:
It takes about 2 mins for it to download before it starts. Looks like itch rate limits download speeds which makes sense.

Developer (2 edits) (+1)

Hey thx a lot for playing!  Combat doesn't end in mid fight. Enemies flee from combat but i did a terrible job balancing it out and communicating it to the player. A message appears in the battle log saying that the enemy group fleed from combat but victory window triggers very fast before player has the chance to see the message.There is a morale system in the game, each enemy has it's own morale value when it goes down to a certain threshold they flee from battle. You probably noticed that you didn't get loot and xp from the fights which ended abruptly, that's becase monsters fleed. You don't get xp and loot from escaped enemies. I need to finetune the morale threshold and flee chance of monsters


WebGl build's file size is 195 MB. The loading time is a little long the first time it loads it. I uploaded Windows build too. Didn't have time to take Mac OS and Linux builds, also i don't have systems to test them