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A jam submission

SynchronicityView game page

Sci-fi Dungeon Crawler Meets TTRPG
Submitted by Dezura, Álmos Szirmai-Szili, WannaBeArtist2, Hannon Hawkes — 16 minutes, 18 seconds before the deadline
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Synchronicity's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#274.3034.303
Story#313.8793.879
Sound#403.7583.758
Mechanics#463.9093.909
Overall#493.9393.939
Music#493.7583.758
Fun#1213.6063.606
Theme#4942.6062.606

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
4

Did you use any existing assets? If so, list them below.
Pixel font: (https://fontstruct.com/fontstructions/show/1629152)

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Comments

Viewing comments 30 to 11 of 30 · Next page · Last page
Submitted

The game looks really cool and the battle mechanic is really interesting, unfortunately I was able to get very far from now, but I really want to explore this more (I was ver bad at the skill checks TOT)

Submitted

Solid-looking dungeon crawler. Overall storyline was amazing. Although, it's the combat feels easy if the randomization goes your way and too hard when it doesn't. I was able to defeat about 5 enemies before dying on my second playthrough.

Submitted

really cool spin on the old rpg games like ultima, I really like the dice roll combat system and the graphics are sleek too. For a 10 days jam, this is really impressive. Great stuff!

Submitted(+1)

That was a cool take on the first person classic games! I really like how the 3D feels with the pixel art here!


I'll be honest, the dices and status messages were too much for me to grasp at once, but I knew I had to hit the green bar to succed, so that's why I focused on , haha! That got me to the boss and finishing the game 💪😊
While I did get what things meant as the game goes, it would be nice to help new players in steps, at least in the first turn... but just a suggestion!


Great job for a 10 day work! Congrats for the team!
Hope you keep working on it! 💪💪💪

Submitted(+1)

Great job! We really appreciated all of the art and design elements and the music was perfect! 

Submitted

great dungeon crawler!! the tabletop rpg elements surprised me in a good way, visuals look great and fighting is fun, i could super see this growing into a full game, great job!!!

Submitted

I really liked the combat system. The combination of Undertale and DND was a nice mix. Y'all did a good job with the controls too. When I read the instructions I was like oh no this is going to be complicated. But once I started playing they made perfect sense and I found myself naturally using them without even thinking about it.

Submitted

a blend of old school doom and RPG elements, truly amazing, it’s incredible that you managed to put this together in such a short time, you should be proud of yourselves, having so many mechanics this bug free is definitely something I couldn’t achieve, so I really respect that, congratulations, thanks for submission

Submitted

Very cool game, the aesthetic is awesome. I played it without reading the guide first, and honestly the fights felt kinda random to win. After reading the guide, I saw it says enemy groups are dangerous and that you should prioritize certain enemies first. Does that mean I need to replay the game and memorize the different enemy groups? If so, I think it might be nice to have an option that lets players identify enemy groups in-game instead of having to remember them all.

Also, I accidentally got stuck in this room XD.

Developer

Hi, Thank you for playing! Could you tell me how you got inside that closed room? I can't seem to replicate the bug.

Submitted

I'm not sure how I did it, but I remember facing sideways and pressing A/D to enter the room, and somehow I got inside. I tried doing the same thing to get out, but it didn't work. XD

Submitted

I tried the game again, and I was somehow able to reproduce it. I entered the room by repeatedly pressing W with a slight delay of about half a second. I noticed that the green dot would stay closer to the door, and then I could enter the room by pressing W again.

Developer

Thanks! Gotcha, Gonna check it out and try to patch it when I get home.

Developer

Wow this is wierd, I managed to reproduce the bug in the released webgl version but not in the unity one. I will try to patch it after the jam! Still thanks!

Submitted

If I had to guess, are you perhaps using coroutines or awaitables to handle the delay between movements? If so, that might be the culprit. I recently encountered a similar problem where the bug only happened in a webgl build. After searching for the cause, I found that courotine WaitForSecond and Awaitable WaitForSecondAsync can behave inconsistently in webgl.

Developer(+1)

Thanks! Yeah we are using Awaitables for movement. 

Submitted

Cool game! Its a very simple grid-based dungeon crawler which is awesome! I love the visual artstyle and just the gameplay is pretty fun! I love the dice throwing mechanic it feels pretty satisfying. Though I do find the game quite challenging and there is a bit of a lack of control over my moves (perhaps maybe making me able to choose targets would be better?). Other than that, I had fun with this one! Great work!

Developer(+1)

You actually can choose your target with tab!

Submitted

Ahhh Okayy thanks for letting me know!

Submitted

Great Game man!! Its nearly perfect, the camera system is great the bosses are cool, and the aesthetics are top notch!! Great work

Submitted

I am a total sucker for grid-based dungeon crawlers, especially ones that don't use a traditional fantasy or medieval setting. Encountering a game like this in the jam was thrilling! I really liked the visual style and the minigame-style attacks, it's easily one of my favorites in the entire jam. I would love to see this become a full-fledged game. Excellent job!

Submitted

Great aesthetics and interesting gameplay.

The boss got me twice before I was successful, I didn't want to get too strong since the page lists that as a possible game over.


There were still a couple red doors I couldn't figure out how to unlock, but they may have led to areas I'd been in already and were intended to be impassable barriers at all times.

I liked seeing the dice roll across the screen during combat (except when I rolled terribly with a huge number of dice...)

The combat log is helpful, I'm not sure about it sharing the same space as the narrative communication, since it made those couple of segments harder to read compared to the end/game over screens. I may have even missed a few communications without realizing it.

Submitted

Really cool environment and camera system. I like the dice rolling but maybe I'm not really understanding how things are calculated (lack of DnD or dice game experience). The sounds are nice and the art is really cool

Submitted

Wow, playing this game was a pretty good experience. I had nostalgia of doom 64 after playing this game. Although I  don't know how the theme connects in this game, but overall game mechanics are pretty good. I have one suggestion tho, add a map for each room in later updates if you are going to improve it in future. Otherwise it has nice game mechanics,  solid story, good graphics and is quite unique in it's own way. Overall a great game.

Submitted

Kinda missed the connection theme here, but maybe I was just not looking right. I do really appreciate the old dungeon crawler type game. What I would recommend is to make it little more clear if the enemy you are attacking is in a group or alone. Now I found myself attacking some enemies without any idea that there were actually 3. Overall great aesthetics and solid gameplay that could, with some tweaks, become a really awesome game. GGs.

Will post the exact timestamp to the VOD later.

Developer(+1)

Thank you! The connection theme was that the enemies and the player all have been infected by a hivemind and are connected. That is why the player becomes stronger with every enemy defeated. I really missed the mark with the amount of enemies not being shown. Originally I planned to make the player feel themselves in danger with it...

Submitted

I wouldn't say you missed the mark. Everyone plays different but the game was generally quite nice.

Submitted

I really enjoyed how the dice snowballed as the game went on. The map navigation felt great and reminded me of the old-school CRPGs I used to play. The pixel art and BGM comboed really well together; the song added just the right feel of mystery and danger. I love the sci-fi space dungeon vibe you guys crafted!

Developer

Thank you! That is exactly what I wanted to go for. Most of our inspiration for the game came from TTRPGs and boardgames for the mechanics as well.

Submitted

very strong entry.. I never imagined a gameplay loop like that could be so immersive despite being so abstract? works really well, totally felt the space/dungeon vibe and love it :)

Developer(+1)

Thank you! How is it abstract if I may ask?

Submitted

forcing dice into player perspective for example, it's deliberately presenting how this game is a simulation of something.. like a stack of fourth wall breaks :D

Submitted

This is neat. It's been a while since I've played a game with this kind of movement system. The vibes work well and the dice rolling mechanic is interesting. This would make a great foundation for a larger project if you push at it. Keep up the good work!

Developer

Thank you!

Submitted

Enjoyed it, though as someone else mentioned, I feel starting with 3hp makes things a bit hard when you start a fight and it's against 3 or 4 people. Didn't seem to be an obvious way to tell what was a hard/easier fight except trial and error for mobs.

Not 100% sure on what I was or wasn't able to block as it would say I block X number of hits and then I just got instant killed the next attack. Has promise though.

Developer

Hi, for the first part, I have tested it with more hp, but I felt that the extra hp at the start trivialized the early first two rooms. We have also talked about being more obvious about the enemy amount, but I felt, that without an obvious tell, it would feel more dangerous. As for the blocking system, in hindsight was a big blunder. Since we all knew the damage each enemy does, it didn't occur to us to add it to the UI. But each enemy has an amount of ATK, which deals 1 damage to the player. For example the Turret has 3 ATK, which means each enemy Turret alive deals 3, So if there are 2 enemy turrets in a group, then they deal 6 damage after every roll. So if you block 3 damage, you still take 3.

Viewing comments 30 to 11 of 30 · Next page · Last page