Play game
Final Dungeon Quest's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #3 | 4.032 | 4.571 |
| Use of Crayon and Kazoo Assets | #5 | 4.158 | 4.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.





Comments
noooo it crashed on the second floor :(
But that (and the now-grating—I mean lovely—kazoo soundtrack) aside... this is extraordinary!! Satisfying to play, great use of assets, and very impressive that this is somehow Twine underneath.
Thanks! Fixed it, sorry about that.
ooh, I'll have to try it again tomorrow!
Proper Wolfenstein 3D vibe. Lovely!
What an impressive and highly-polished entry! I'm also stunned that this was made in Twine, and I'd really love to read more about your modifications at some point!!
Some of my favourite bits:
- Great controls and settings (including volume sliders and customizeable key bindings!), with some nicely enjoyable dungeon-crawling.
- Being able to retry from the start of a floor was nice!
- Very effective and creative use of a wide variety of graphical/audio assets, including tons of really fantastic edits!
- Lots of fun little things to discover! "For a few floors more", the passguns, the signs, all the quirky creatures and characters... I loved seeing all the different floor themes.
Two things I remember having a bit of trouble with were speaking to characters (I wasn't sure when a kick would count as talking or attacking, and I almost missed the subtle links inside dialogue text), and navigation in the bigger levels (a minimap would be so cool to see, if that's something you'd ever consider adding in!)
Also, I have to admit the ending bummed me out! I appreciated the twist (and the bits of worldbuilding scattered throughout the dungeon in general), but I would have liked to have a bit more agency in how the story plays out and/or for the story and gameplay to tie together maybe a little more clearly?
But I'd definitely love to play more of the game in the future, especially with the features you mentioned wanting to add! This is great stuff and super cool to see!
Thanks so much for the praise, but especially for the meaningful feedback!
Link visibility is an easy fix. So is kicking to chat. I mean, I *could* add a chat button, or even trigger chat by clicking on the npc. But I won't, because people kicking each other to say hello is too funny to pass up. I was thinking of adding a guard npc to the entrance. That'll make a good learning moment to teach that mechanic.
As for the minimap, I'm incredibly on the fence for all the usual reasons and a few more stemming from my own design goals. I'll definitely add a radar to help track nearby mobs, but a minimap? It'll take some more thought. Possibly make it a toggleable thing...? For now, I'll add some more signs and unique map features to help track location. Maybe something like the rocks from dark souls too.
As for the ending and lack of story choices... well, I kinda ran out of time for the jam. The beginning and ending were casualties of this fact. I'd always intended on it taking multiple runs to complete the full dungeon, and choices on early floors affecting things on later floors and even later runs. The chat system was built with this goal in mind actually. Expect more secrets, more choices, and a few proper endings in later updates.
I'll do a proper writeup of my modded SugarCube2 when I get close to releasing it. My short term projects are more or less a test run for that. This one included. (Hence the key bindings!)
I'm so glad the feedback could be helpful!
I feel like I missed some details in my last comment, so just clarifying in case it can also help:
- I also enjoy the kick-to-chat idea, it's just the uncertainty about which enemies are chat-able that made me hesitate! It seems like the overall rule might be "enemies that don't chase you are safe to kick"? But there are a few times I avoided kicking a character because I was afraid it might trigger a huge fight if I guessed wrong, and I was discouraged from experimenting because dying on longer floors can feel so punishing (though of course that last part could change depending on adjustments to difficulty or to the save system, etc.!)
- Regarding the minimap, I was imagining something simple that fills up as we explore, but may not necessarily give all the info (for example, not revealing hidden rooms until they're entered). "Minimap" may be the wrong term actually, I guess I meant a simplified and scaled-down dynamic map? But I like your ideas and suggestions, too!
Honestly most floors felt good to me with their natural shapes and scenery markers, and I didn't feel a strong need for a map while playing those. It was mostly just the spooky floor that made me wish for some way to more efficiently track where I've been, since it requires a lot more back-and-forth while combing every room for the right scenery.
And I definitely understand about running out of time, haha...
I've bookmarked the game and I'm really looking forward to later releases, all your plans sound super cool!! (Especially very excited about the SugarCube writeup, it's such a fascinating accomplishment!)
I second Damon about being floored that this was made with Twine. Super impressive work! I love how the signposts rotate so they always face the player; I got a lot of laughs from testing that with the "no solicitors" sign at the beginning.
Thanks! I had the same reaction when I first got signs working. It's such a dumb little feature, and I love it so much.
I’m absolutely floored by the fact this was made in Twine. It was a bit of a pain to get it running (WebGPU doesn’t seem to play nicely with any browser on my Linux machine), but seeing the results was more than worth the hassle. I think I ultimately got stuck on the final floor after restarting: the locked gates returned to their original position, but the enemies and lever in the side rooms weren’t available to open them up again. It’s a bit of a shame to miss whatever ending there is, but I was already super impressed by everything that came before. The game looks amazing and the humour suits it really nicely. (Pokey Pete is my favourite.)
Oof. That's a rough bug. Something in storylet exclusivity tracking must not be playing nicely with passage replays. Can't believe I didn't catch that. Thanks for pointing it out! And, sorry to hear linux is still lagging on WebGPU. Only a matter of time, I'm sure.
Wait this is legitimately so cool!! First off, as a certified Harlowe noob, the fact that you did this in Twine of all engines is like, so impressive??? It's inspiring me to check out and mess with the other Twine formats sometime! Also, this is just a really fun game in general! Your asset usage is genuinely wonderful, and I have to admire all of the assets you contributed to the Premium Crayon and Kazoo expansion pack (especially as someone who used a couple of them)! Great job!!
Hey, thanks! It's so rewarding seeing my assets in other projects, and I'm genuinely glad you enjoyed my little game. This ate up pretty much all my free time for like 3 weeks just getting it to work, but I had a lot of fun. Admittedly, Twine was probably not the best way to go, but SugarCube2 lets you "easily" macro in just about anything you can make with javascript, so that's what I did. But, then I ran into all kinds of issues so I ended up modding my own version of SugarCube. Which turned into its own project... so you can look forward to playing around with that eventually.
This was fun and like you said, definitely a lot to easily build off of! The assets were used well and I liked all the things you added too! I'll absolutely be back for the updates whenever you can get around to them. You nailed the dungeon crawler vibe and feel without a doubt.
Thanks for playing my game. Glad you had fun! You can bet I'll be adding all kinds of stuff soon-ish. I plan to turn this gimmicky little distraction into a legit vaguely-roguelite rpg with classes, loot, combat mechanics, and a town/hub to visit between runs.