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Dungeon of the Red Mist's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #4056 | 3.188 | 3.188 |
| Enjoyment | #5733 | 2.688 | 2.688 |
| Narrative | #6729 | 2.062 | 2.062 |
| Audio | #6965 | 2.250 | 2.250 |
| Creativity | #7927 | 2.500 | 2.500 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
There's a countdown timer, and final build has the level numbers count down as well.
(Optional) Please credit all assets you've used
All assets I made myself, although some assets, mainly the tiles, were inspired by tilesets I have seen in the past
(Optional) What would you like to be called if GMTK features your game?
Aurora
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Comments
Well, the jam is over, and now that I can, I’ve updated the build to fix the softlock.
Possibly could had scored better if I had caught it before the deadline, but it’s a lesson I needed to learn.
Pretty cool little game. The sprite work is charming and the music is interesting (though it did start to hurt my ears after a while). Played until I got to the softlock floor and had fun.
Yeah, may need to tweak that for when I do possibly expand on it in the future.
Very neat submission. There are so many little things I like although I didnt have have time to finish the game. I loved the little gmtk logo, the player is so little tiny small, the tiles look perfect, the signs are a nice addition, the screen transition is simple and retro-feeling. I added this to my collection to play later when I have time. And a whopping 31 levels?! Love that others also create games with Pico-8, well done!
Well, hopefully you’ll be able to enjoy the full game after the jam, due to, you know, the bug which has caused a softlock. But thanks.
A great puzzle game. I loved the pixel-art design that fit the game very well with those sfx, also the main menu looks very cool! The colors used are harmonious with each other for a pixel-art design. Overall, it's a solid good game.
Aww, thanks, I did my best to make sure it worked out wll. And I did decide to not use the ‘default’ Pico-8 palette, but instead a palette which had a few colors changed out.
Love having player movement be the main menu, thats awesome. Great submission.
Yeah, I basically wanted the main menu to be like the way in in a sense. And it gives you a chance to try out the controls before entering the dungeon.
A very cute well rounded game that deserves more attention in the jam, I loved this a lot, best thing Celeste ever taught me was the Pico8.
I also made it to the bug level Spike and Balls as others reported
Yeah. I do have a fix ready to release as soon as the jam ends which fixes the bug by replacing the gate, adding a button where one should had been, and adding a sign making fun of the bug and giving a bit of lore reason why the bug happened.
After testing, that thankfully seems to be the only level which had a bug like that, so the good news is that the post-jam version should be completable up to Level 00.
cute game! managed to make it spike and balls but got softlocked there like other have mentioned :L wish i could see the rest of the levels so ill be sure to come back after the jams over! other than that though the only thing that was a bit off was that the character kept on getting stuck on edges and it felt a bit clunky especially while against a clock. overall though this was a pretty fun entry!
Yeah, the movement code can be a bit clunky, but it worked enough for me, and I can look into upgrading it once the jam is over.
The later levels were fun, some were a little simple. The character could run a little faster. Liked the title screen and clock design. Overall good game.
Things to consider once I update to the first post-jam build. I didn’t want the character to move too fast though. And yes, I had the screen limits to deal with, as I was having each puzzle be a single screen so you can see it all at once.
Too bad I got stuck on Spikes & Balls.
Anyways, nice short game.
Yeah, as I said, that level is the current end of the game due to me missing something. But hey, maybe lore wise it fits because the DM intended for you to fail?
Nice puzzle game! Sadly, I got stuck on the level "Spikes & Balls".
I haven't gotten to experience the whole game, but I can say the puzzles, up to where I got stuck, were engaging and gradually increased in complexity/difficulty very well. The art is simple, aesthetically pleasing and cute, but some sprites could be clearer. At first I went through the game completely without reading the signs, because I couldn't tell what they were (and I missed the button prompt in the first level).
Overall a great game though. I like the narrative implementation of the theme (the countdown until the mist closes in), quite interesting.
Yeah, that was a bug which I missed until after the deadline ended, so I can’t do anything about it. But thanks for it.
I thought this submission was unique in that it provides very short bursts of gameplay through multiple short challenges rather than longer gameplay segments. I also enjoyed how, mechanically and aesthetically, the game was a reflection of the theme in multiple different ways (the room numbers at the start of each level slowly counts down to 0, the red mist closes in on you when you fail and is a "countdown" to the loss of the game). On the other hand, because the gameplay is very bite-sized in nature, the game has no opportunity to build up the player's skillset in a way that feels meaningful and culminates in a pay-off in the form of a particularly challenging level or boss, so I do feel like the gameplay is lacking slightly. However, I was impressed by how the game guides the player in what to do and how accurate the gameplay of this submission is to the possible inspirations of it.
I had thought that Level 00 would be a boss fight of sorts when I was designing the game, but I ran out of sprite space to make the boss, and I didn’t have any ideas for how to do them. Also, maybe if I had ordered the levels I’ve done differently, instead of ordering them as I made them, it would had been easier, but I had decided to do most of the mechanics early so people can see them all.