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Dungeon Tamer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #397 | 3.239 | 3.239 |
| Game Design | #478 | 3.348 | 3.348 |
| Graphics | #543 | 3.391 | 3.391 |
| Overall | #567 | 3.225 | 3.225 |
| Innovation | #636 | 3.065 | 3.065 |
| Theme | #642 | 3.326 | 3.326 |
| Fun | #778 | 2.978 | 2.978 |
Ranked from 46 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
In order to survive the dungeon, you need to team up with the enemies trying to kill you!
Did you write all the code yourself and made all the assets from scratch?
The only assets that are not made from scratch are the tile-map. They are a modified pixel art dungeon asset. Everything else from the music, sprites and code are made from scratch!
Asset -> https://pixel-poem.itch.io/dungeon-assetpuck
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Comments
This was quite a fun game to play, it felt polished and the gameplay was very smooth, I was gonna comment something about spam attacking but the way the enemies move makes it nearly impossible to do this.
If you have spare time please consider rating my game and leaving a review as well
Thanks for the review, will be checking out your game later today :)
Nice game, there are some bugs in the UI: you can pause the main menu, the controls page is messed up on web GL. I don't think I found any bugs in the gameplay. Good job :D
yeah this was my first time playing around with webgl! lessons learned. knew about the pausing in the main menu as well but some things get neglected. Thanks for the feedback! (there are 100% bugs in the gameplay but I am glad you didn't find them lol)
lol :D
Ambitious but fun entry!
glad you liked it :)
Very nice game! I think if you wortk more on it you can have something really special. A couple of things I can suggest: the map generation is a bit funky.. sometime i would get the staircase just in front of me (no exploration needed). The blue power ups ware too scarse. Maybe if you have the enemies dop some it could help. GREAT GAME OVERALL!
if you have time, check out my game
https://itch.io/jam/brackeys-5/rate/927925
Thanks for the feedback! Will definitely be playing around with item drops and spawning in general. Will check out your game! Cheers
Seems like a very ambitious kind of game to tackle on a game jam.
When you're moving down the camera doesn't really show you were you're going.
Yeah could tweak the camera positioning a bit. And it was a bit much, but you live and you learn. I just got the idea in my head and now here we are
It wouldn't be a game jam if you didn't try to do too much!
My game also felt huge for a jam. Have a look!
I will for sure, thanks for the feedback :)
Neat! A very enjoyable entry into the jam. I had some minor glitches (I think) but nothing obvious. I feel that with a little more polish you could have a very decent game in your hands! The visuals did what they were supposed to. I'm amazed that you actually got to a working enemy AI in this time, effective, albeit simple.
You probably did! I was more ambitious than I should have been so didn't spend as much time as I should have polishing the game. It was a photo finish just getting it to this point tbh.
Good game, I managed to get to level 7.
- If you can attack with the mouse, have the player attacking towards the mouse is a must.
- Enemies aren't that complicated, but that's only because the player doesn't have any special ability.
I think you should add a dash so you can add more difficult enemies and have a better combat system.
- There were many dead ends which led to nothing. It's fine to have some, but maybe put a reward. A blue gem, HP, even a collectible such as coin can make you feel better going into those dead ends.
The art is good, nice audio, and cool concept.
Well done!
All good points. Finding and adding to empty rooms / areas is a good idea that no one has suggested yet, and I have always been a fan of dash abilities.
Thanks for playing :)
We really enjoyed your game!
Nevertheless ,it was quite easy for us to just run through the levels. Overall though, we liked the idea of teaming up with your enemies! As said below, if the combat system would be a bit more polished, it would be an great Dungeon game! We still enjoyed it and the procedurally generated levels are working very fine.
This game is a very nice entry!
Cheers, glad you enjoyed it! I've gotten lots of different idea's from the comments on how to improve the combat system as you've probably read. Starting to think I stretched myself a little thin, but this is my first game jam so I'm bound to make some mistakes
All that matters is that you gained experience and enjoyed it!
So keep up the great work. Cant wait to play some more of it when its polished!
Pretty cool game! It does seem like there is not much reason to stay on one level if you have seen the exit already, so you can just run past everything. You could try to add more allies, but the controls are not really precise enough to recruit enemies consistently without taking damage in the process. That and your allies often go on a suicide mission.
The procedurally generated levels are really nice, never had any issues except enemies spawning next to you. Well done in a week time! Really cool game, and even more if polished up!
The mages especially like to go on suicide missions, I gave them a wider detection radius as an enemy and didn't bother to change it when they convert. Something to look into tweaking. Also thinking of what to do to promote sticking to one level. Probably randomly generating a key / enemy drop / some puzzles (I don't like the idea of forcing the player to execute everyone on the floor so much). BUT before any of that, the combat would need to be polished. I actually had a skeleton npc prefab finished, but didn't add him because he kinda broke the game. So your thought process makes sense. Thanks for the feedback, I'll make sure to check out your game as well!
Those are some great ideas! You can also reward players for actually heading straight towards the exit, like refilling their health or adding an ally if they go to the end in 10 seconds for example, while also having the things you just mentioned. It would give players more ways to play the game, and adds a lot more replayability!
Also, not adding something that you already made but not putting it in the finished product because it breaks the game is a hard thing to do, good on you for making that decision!
Will definitely test that out, thanks for the idea! And yeah was upset about the skeleton but I won't give up on him just yet. Will try again after I fix up the combat
Nice mechanics, it sort of feels like a game called Overlord, where you have a bunch of minions. I'd improve the conversion by making it an area around the character instead of enemies who are hit, cause of the awkwardness with the control scheme, but other than that its pretty fun!
Thanks for the feedback, awkwardness with the combat is something I've heard a few times. Totally agree that it needs work.