TurnKee by StudioKraze
TurnKee
TurnKee is a pixel art turn-based dungeon crawler where you choose to move one tile every turn .
You are Monkee. You're in some dungeon. There's keys in the rooms. They might be useful. There's enemies. Probably should avoid them...
Controls
Use the
Arrow Keys, orWASD, to move one tile every turn.Alt+F4to quit without menu.
Credits
Programming: Neonalig
Art: Studio Kraze
Font: Alagard by Hewett Tsoi
Play
Download from the TurnKee itch page preferred: https://studiokraze.itch.io/turnkee
Download the "Jamee Prototype" for the original Ludum Dare game jam version.
Donwload the "Speedee Edition" for the post jam updated version.
Update
A new post Ludum Dare game jam version is now available called "Speedee Edition".
Introduced 3x turn duration modes...
Speedee mode - 2.5 second turns
Normee mode - 5 second turns
Jamee mode - 10 seconds turns (the original game jam turn length)
The main game music has been extended plus other minor tweaks.
Important Note
The original TurnKee - Jamee Prototype was made over a few days for the Ludum Dare 51 game jam with the theme of `"every 10 seconds" hence the 10 second turn timer in the original jam version. This prototype is unfinished, missing some key features and systems.




| Link | https://studiokraze.itch.io/turnkee |
| Original URL | https://ldjam.com/events/ludum-dare/51/turnkee |
Ratings
| Overall | 1135th | 2.854⭐ | 26🧑⚖️ |
| Fun | 1205th | 2.333⭐ | 26🧑⚖️ |
| Innovation | 1153th | 2.457⭐ | 25🧑⚖️ |
| Theme | 1023th | 3.083⭐ | 26🧑⚖️ |
| Graphics | 251th | 4.104⭐ | 26🧑⚖️ |
| Audio | 617th | 3.045⭐ | 24🧑⚖️ |
| Humor | 824th | 2.381⭐ | 23🧑⚖️ |
| Mood | 864th | 3.125⭐ | 26🧑⚖️ |
| Given | 19🗳️ | 15🗨️ |
If you make something turn-based and the player just sits for 10 seconds, it's a boring mechanic. Wouldn't the game be significantly more fun if the player didn't wait 10 seconds? It's a good idea but the theme was just inserted to make the game worse, not better. To be fair, the theme was challenging, but a big part of the jam is to design around this.
I actually think your guys idea is great if it had something slightly changed. If the timer was super short instead of super long (ofc this doesnt work for this jam), I think the game would actually be fun (say 1 second at the beginning and becomes 0.1 seconds eventually). I think the game would play somewhat similar to crypt of the necrodancer without the beats. If you guys wanna keep working on it that direction might be a good one.
Also I don't see the source code.
If you make something turn-based and the player just sits for 10 seconds, it's a boring mechanic. Wouldn't the game be significantly more fun if the player didn't wait 10 seconds? It's a good idea but the theme was just inserted to make the game worse, not better. To be fair, the theme was challenging, but a big part of the jam is to design around this.
I actually think your guys idea is great if it had something slightly changed. If the timer was super short instead of super long (ofc this doesnt work for this jam), I think the game would actually be fun (say 1 second at the beginning and becomes 0.1 seconds eventually). I think the game would play somewhat similar to crypt of the necrodancer without the beats. If you guys wanna keep working on it that direction might be a good one.
Also I don't see the source code.
In regards to source code, we entered the Jam, not Compo, so no source code required.
First of all, I think the presentation is perfect. The graphics are consistent and polished, intuitive and sharp, and everything feels quite smooth and nice. The palette is minimal and consistent and looks *great*, and I'd also like to praise the font choice. As a veteran jammer this is always something that has hounded me, and I genuinely think your font is perfect for the style.
The constructive crticism really lies in the fundamental concept of the game. Indeed, if you're deviating away from the standard genre by adding in a twist, the key thing to ask is "how does this spice things up/make it more fun?" and you guys seem to fully understand that the ten second idling doesn't really lend to that. I kind of think it might almost have some merit as a kind of idle game if you could queue up actions and tab away. But if you're not going for that, then the question is more to ask what the player has to do during those ten seconds. Maybe they have an entirely separate task to decide upon. I'm not entirely sure reducing the timer is the only thing to make it more satisfying but it it'd definitely help! And make the game a lot shorter :sweat_smile: But yeah, maybe consider adding in some separate mechanic to induce stress during the timer if you'd like to help stand it out a little.
It just has to be said too that I did find the music a little grating! Nice that it was there, but sometimes if you're going for a jam entry, royalty free music works well too!
My main advice for jam games is to use the restriction of the theme to help your creativity in conceptualising the game flourish, and that the moment it gets in the way of the actual gameplay, to abandon it. That's not a mantra shared by everyone, but I prefer to make a more fun game that was inspired by the theme, rather than a less fun one that adheres strictly to it :laughing:
Again, it's a solid, polished entry and you should be proud! I think in the end perhaps the real nemesis was a completely different timer, the LD timer :laughing: so well done for finishing it.
@pickens-inc Certainly there was various features missing from the jam version that we planned but we didn't have time for, that would potentially make the game more interesting from a gameplay perspective. The music was a last minute addition. Wasn't enough time to focus on sound as a two person team. I prefer to use something I create than stock music, even if unfinished, to set a tone. I think the music would have been less of an issue had the gameplay been faster. Everyone does game jams for different reasons. For me I find there can be too much an emphasis on trying to have some finished product in a few days. I'm more focused on experimenting or setting a basis for a potential full game. Games are made in a few years, not a few days, so I try keep that in perspective. I think abandoning a game idea mid jam is risky. I wouldn't have wanted to, as I think the concept behind TurnKee has some potential, it would just take a lot longer than a few days to get it feeling right, so I wanted to see what we could get done within the time limit.
A new post Ludum Dare game jam version is now available called "Speedee Edition".
Introduced 3x turn duration modes...
Speedee mode - 2.5 second turns
Normee mode - 5 second turns
Jamee mode - 10 seconds turns (the original game jam turn length)
The main game music has been extended plus other minor tweaks.
You can download Speedee Edition (or the original Jamee Prototype) from https://studiokraze.itch.io/turnkee
But still a nice little game, you guys did great on the audio and graphics! The art is a lovely sort of retro and very clear too. The one small nitpick I have is the pixels on the hearts being so much larger than all else, but really that's just me looking too deep into things =P. And the gameplay was nice too outside of waiting, I found myself intentionally skipping turns to line up enemies in a useful pattern and avoid conflict, which was a very rewarding strategy!
so I suspect your plan is bigger for this game.
I loved the color palette and the music. I didn't find any bugs in my gameplay. A tip for the designer: Don't use your game engine mechanics to augment your drawing. Set the size and make all the artwork the same pixel size.
Congratulations for the game.
Art and sound are gorgeous. Idea has a potential.
Good luck with further development!
@euler-moises Yeah there was def more plans for the game, but not realistic to get done in time. The coins hint at that one of the features we planned was to have a shopkeeper for upgrades, potentially at the end of levels(which would be where an item system would come into play).
The thing about the timer is that it doesn't seem to add anything. There's no reason for the timer to exist aside from slowing down the gameplay experience. Even if sped up to 2 seconds or whatever, that's still pretty slow.
I managed to get through the whole game, past the mummy and out the door. The thing is: i didn't actually kill anything except 1 ghost because he blocked me. The combat and coins in this game could've been left out and nothing is lost imo, maybe it would've been better if the monsters instantly killed you, so you could manuever around them. Therefore different monster designs, like ones that move twice and then pause, or some that move diagionally could've created interesting puzzles. Other than that, perhaps syncing the music to the timer would've been a nice touch too :D
I understand there isn't a ton of time to add stuff but i think saving time implementing xp, coins, and variable pathways could've been spent to spruce up the core gameplay loop! Looking forward to seeing your next entry hopefully in Ludum Dare 52 :D