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A jam submission

Not So? Lucky DungeonView game page

Submission for the Dungeon Crawler Jam 2026
Submitted by Icydeath — 13 hours, 6 minutes before the deadline
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Not So? Lucky Dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity / Innovation#472.6913.250
Overall (Fun and Playability)#591.9322.333
Audio#622.0702.500
Visuals#721.6562.000

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
Not So? Lucky Dungeon is a first-person roguelike dungeon crawler where every room begins with a pull of the slot machine. Spend your coins to activate paylines, spin the reels, and discover what dungeon theme, enemy modifiers, and rewards await you. Then dive into procedurally generated dungeons, battle enemies in a turn-based elemental rock-paper-scissors system (Fire, Water, Nature), collect loot, and manage your resources. Navigate a grid of interconnected rooms, push your luck at the slots, and fight your way to the final boss.

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

Do you have a diffrent Discord nickname?
ft5700

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Comments

Submitted(+1)

The randomization that you have some control over is a really fun idea, although I wish you’d incorporated that into the slot machine better. For me, a slot machine is an unclear visual symbol to use when you can pay for up to 5 random outcomes (each with three options).

I really liked the health animation! The sloshing when you heal was so fun. And the settings menu was surprisingly high effort too!

The amount of content you packed in was impressive, but I am not sure If felt that it added a lot? And, as others have said. the use of AI art felt very apparent and did hold back the submission visually, since everything had that uncanny sheen and slight lack of conformity.

Developer

Hi Kai, Thanks for playing the game and I appreciate your feedback!

It's kind of funny you bring up the AI graphics, the most AI images we used were mainly for the slot machine and the girl in the victory scene. The rest were from asset packs we bought from humblebundle and or GameDevMarket that have been sitting on our harddrive for years. But yeah, we are seriously lacking in the art department that's for sure...

Anyways, I'm glad you picked up on the amount of work we put into it.
I personally spent a ton of time on the menus, battle system, and the dungeon generation/crawling... I wish I would of had more time of course but it is what it is :).

Submitted(+1)

Definitely an interesting idea here and the special fx are really nice!

Developer

Apperciate you giving it a try! Thanks for dropping a comment.

Submitted(+1)

VICTORY

This game makes clever use of a rock-paper-scissors system with both ways to directly mitigate the attached luck and a broader level of management, partly through consumables and partly through choosing the features of the next dungeon, to lower the damage taken and such.

Performance isn't great on my pc so I can't really assess how smooth the overall thing ordinarily is.

Thanks for sharing!

Developer(+1)

Thanks for feedback and giving the game a try! Hopefully you saw the note about turning on continous movement because its rough without it and can make the game feel super unresponsive.

Submitted(+1)

Cool game! Most of the feedback I have is the same as what has already been said, e.g. the game is a bit too long and ends up feeling very similar when you get to the 5th dungeon. Love the idea of rolling your dungeon, and then having to go through it. I do wish you had teamed up with one of the many artists in this jam instead of using AI though ;). Overall a fun game!

Developer

Thanks for the feedback Goodmorning! I agree with you on all points. This was our first Jam and lessons have been learned haha.

Submitted(+1)

Victory!

The game is a bit long doing the same thing over and over, it could have been cut by at least half in my opinion. In the end I just tried to rush through the levels to proceed. I played the game as if I were to time the casts from what the enemy was showing, but I think that's just a cover for what he is actually going to cast. So That got me a bit confused. Lots of AI stuff in there, but it worked kinda good anyway. Strange that the file is so large if it was made in godot. That is unusual, whats going on there?

But I got through it finally, took me about 35min.

Thanks for the game!

Developer(+1)

Thanks for the giving it a shot wolfheat, glad you stuck with it.

We had plans on doing much much more, but life got in the way and at the tail end of the jam it was a rush job to get something complete.
Sorry about the file size, we used hi-res textures for the dungeon walls and thats what caused the majority of file size, and probably had a bunch of unused assets in it that didn't get stripped out.

Submitted(+1)

Wow, what a ride! The fine selection of music immediately drawn me in. The opening screen and the wall textures were also top notch. So much so, that the enemies and other graphics of the game fell behind them a bit, making the whole experience a mixed bag. The slot machine mechanics were exciting first, but then I quickly realized they don't have as much impact as I expected, especially the world slot, which ended up purely cosmetic as far as I can tell. The movement quickly started to become painful due to its slowness and key spamming nature. The dungeons were a bit boring, and very empty, which made the slow movement even worse. And the battle was a mindless smashing of buttons until the limitation modifiers kicked in. Those added some extra depth at first, but then limited the rational choices even more. At one point I was so confused about it that I though there is a quick time event aspect of it, and tried to press my button at the right moment, but then realized what's going on. The floating exit icon also confused me at first, I didn't expect it to be the actual exit. And in the hub level, first I thought the minimap is bugged, because it doesn't show the actual layout of the level, and actually got halfway through the game when I realized the whole game is following a mini maze structure which I need to go through to reach the end. I almost decided to stop before that, because every element of the game was repeating, but I'm glad I didn't leave yet. The shop also become pointless pretty quickly and soon I ended up consuming health potions just to leave room for the super imba passive buffs I had, while the enemies stayed at their starting strength. Anyway, overall, I had fun, and once I saw the chance to reach a definitive end of it, I was eager to reach it. 

PS.: I just found the setting for continuous movement. That should be the default for sure!

Here is my gamplay video: 

Submitted

YouTube flagged my gameplay video saying it has copyrighted music. You claimed you used external audio. Could you update the description page of your game and add the proper credits both for audio and art just to be sure?

Developer

Thanks for the feedback Zoltan, I'm glad you stuck with it! I agree with you on all your points 100%! I wish we had 3 more days to work on it tbh haha, but thats the nature of the beast (jams).

I will track those licenses down (music came from a humble bundle, art/graphics came from gamedevmarket) and get the page updated.

Developer(+1)

Updated the description page.

Submitted(+1)

Theme was implementes well in the battle system. The controls were smooth for me and the slot machine was a nice idea. The game is maybe a litte big in size on the harddisc, so maybe optimize that a bit next time.

Developer

I agree with you, she is thicc :). The textures I used for the dungeon walls/floor were high res and they really didn't need to be, but its what I had haha. Thanks for giving it a try and I really appreciate the feed back.

Submitted(+1)

Interesting idea with the slot machine dungeon generation. I could see something being built out from that with a bit more juice, player agency, and thought into how it meaningfully modifies levels. Perfectly suitable for the jam though! My one big feedback for the rest of the game is to work on the controls. Felt like it was missing every other input from me, and I don’t know why.

Developer

Its the continous movement setting it should be enabled by default but it seems in the final build thats not the case lol. It still moves grid space by grid space but doesn't have that long delay.

Settings (ESC) -> Gameplay -> Continous Movement: On