This Demo version includes 2 characters, 3 full levels, and 20+ spells/relics to collect.

Full version coming soon to Steam.


Wishlist the Full Version on Steam:

How to Play:

  • Create required matches to defeat monsters. (Hover on enemies to check)
  • For more details check the "How to Play" menu in-game.

Dungeons & Jewels is a tile-matching roguelike inspired by traditional 90's dungeon crawlers and classic PC puzzle games.

Delve deeper into the dungeon. Become stronger - unlock powerful spells or gamechanging relics, with every run offering a variety of build options and synergy potential. Fight monsters and use your abilities by matching tiles, chaining combos, and solving puzzles.




Full Version will Include:

  • 7 Dungeon Branches, 50+ Enemies to defeat: Featuring a variety of puzzles and challenges.
  • 50+ Spells and Relics to find/unlock: Customize your loadout, and become stronger.
  • 4 Playable Characters: Offering different gameplay and difficulty options. 


  • Short 10-30 min runs, Endless Mode, High Replayability: Every run contains new treasures, and different colors of enemies and spells! And if you're looking for a long one, Endless mode offers endless escalating combined challenges.
  • Online Leaderboards: Compete online for the highest scores.
  • Practice Mode: Replay any Branch or Encounter.




Join the official discord server here to offer feedback or report issues.

Download

Download
Dungeons & Jewels Demo v0.9.1.zip 47 MB

Development log

Comments

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Right-clicking anywhere seems to cause the screen to turn grey until you reload the game. I tried three times but it happened every time.

(2 edits)

Fixed! It was a bug with the new first-time-tutorial menu - thanks a lot for the report.

(1 edit)

Pretty fun.  A little bit grindy since you want to max out ability uses and board state preparation before finishing easier fights. Beat the demo

played it through again with the rogue to look at the timed version.  It seems very different and I don't know if the differences are due to bugs or intended class flavor.  For example, the stun effect is much more powerful for the rogue than the fighter since monsters can't regen hearts while stunned (at least for the rogue) while spells are much weaker for the rogue in general because the window in which to combo operates on a sort of frame rule where sometimes you will have a decent chunk of time after the first entry in a sequence to enter the following color(s), and sometimes even an immediate falling-block combo won't be fast enough because your first move was at the end of a frame rule. That said, I beat it again and if the new classes you add are as different, that would be cool.

(1 edit)

Thanks a lot for your feedback!

Monsters not regening while stunned is intended, but I have noted that the stun in timed mode is certainly too strong.

Currently, timed mode enemy regen is operating on the same rules as classic mode: where enemies reset after a missed turn, rather than on a time-basis.

This was set to not make timed mode "too easy", but I can see how it would be unintuitive. I believe what you were encountering might've been a result of the stun timer, which does operate on a frame basis, ending as your combos were ongoing. I will make sure to look back and check for bugs though in this area.

The new classes currently planned are harder versions of the base two classes, with access to different abilities and items, and unlocks. That being said, more might be added as I come up with ideas. 

An update will be coming to this demo soon, with a new level and the unlock/equipment system. Thanks for playing, glad you enjoyed the game!