That was fun! I killed about 80 enemies. I liked the sound effect for the weapon, was crunchy and impacting, though I wish it made a different sound if you're not hitting an enemy. The movement felt snappy and quick and was real nice. Great entry!
Play game
Restless Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay - How fun is it to play? | #15 | 2.941 | 2.941 |
Audio - Does the game have nice sfx and music? | #21 | 2.941 | 2.941 |
Graphics - Is the game aesthetically pleasing? | #23 | 3.000 | 3.000 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #24 | 3.000 | 3.000 |
Overall | #25 | 2.788 | 2.788 |
Originality - Does the game innovate or try something new? | #37 | 2.059 | 2.059 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Hey! I just ended the game after killing some above 90 slimes on level 4 ^^.
What did I like:
- The overall dark lighting and the matching rather dark music transport a good basic feeling of a dungeon crawler (together with a sword in plain sight ^^). Using only the light from the torches to lighten up a moody scene is indeed what we did in our game too.
- The enemies are getting more HP the deeper one dives into the dungeon this being harder to beat. I could not quite make out if the colors are connected to the hit points but I imagined the red ones being the strongest, the blue ones being middle and the green ones the low HP buddies, just for fun ^^.
- The slashing sound is rewarding on its own. I learned that long ago when watching some video about ID soft games: If a weapon hits it should always feel fantastic to the player. This is usually done by good sounds and some animation effects. An in your case i like the light squishy sound at the end of the slash. Good choice there!
What did I notice:
- As written in your dev log there is a random level generator running that does an "okay" job for this one - imho. Yes, the level is linear but even if it would create loops: There are more important things to add first. You have a working level here and it changes every time to something new. That's all you need for now.
What can be improved:
- The "just after sunset" blue sky in the background could be replaced by either some spooky mountains / castle walls or even better: just put a ceiling on top of the tiles, maybe leaving some spots open to see the sky through? That would add to the mood of the scenery.
- Adding some decorations here and there would also spice up the scene a bit and make the floors more remarkable to the player.
- The credits are a bit fast and the last sentence is a bit to big for the screen in the HTML game to show fully.
- If putting in some collectable health potions is too time consuming, let the player regain health when he enters the exit to keep the player interested. "Oh! When I reach the entrance to the next floor I will heal!" That makes reaching the end more rewarding and adds one game mechanic almost for free.
As a first step into game jams: This is a solid start. I think you can either improve the game further and add some more game mechanics or you take what you have learned this time and make an even better game in your next jam. Thanks anyways for submitting!
Thanks for playing and rating my game!
I'm glad to hear you liked the lighting in the scene. I did put some effort into it when it comes to the torches but that's about it. I guess I also got a bit lucky picking the music. I had more intense music planned for boss battle, but never got to implement that.
There is no difference between the enemies HP I think, Though they have different animations but move more or less the same way.
The slashing sound I was not really happy with myself, I would like to change that I think and make better sounds both for missed swings and hits on different enemies. I also intended to implement a shield which I didn't have time for during the jam.
About the level generator I agree. It more or less comes down to a feeling that I didn't accomplish my vision for it. It took alot more time than expected and I got so far from my goal. But yes it does its job and that's all I need.
The blue sky was also a remnant from not being able to implement all things I wanted. I left the ceiling out when making the level initially, thinking I could make it later in the process but didn't have time for it in the end. So the intention is to place a ceiling, and maybe, maybe keep the initial level without. Same goes for decorations, I did the torch early because its essential for the game and left out any other decoration for later but never got around to it.
Yeah the credits got a bit messy in the end, I'll fix that.
Power ups for health like health potions were also planned. Your idea with health regain after each level though is something I never considered but think would be a great game mechanic, I should have implemented that!
Listen man.
This is a solid thing.
Yeah, i waved a sword at randomly moving spheres, but how smart can spheres be anyway?
On the first floor, we were violent. Smash all the slimes!
The second floor showed cracks in that plan, and we started to weave around the enemies.
The third floor showed cracks in that plan, and it is where we succumbed to our foes. Couldn't quite kite it out, maybe if we were more thorough.
The movement engine was zippy and fun, and we enjoyed moving around the dungeon. The lighting from the troches and on to the enemies looked great, and some amount of catharsis is had just pressing up and whackin' something! Also quite liked the title screen animation.
As your first entry to a jam I would say that this is very good. You nailed the movement and had a simple but functional combat which I enjoyed. It needs a bit more mechanics to be a full game but this is a great start and I hope you keep making games for jams and otherwise :)
Great job for your first entry! Functionally, everything worked and I didn't come across any bugs. I didn't find a way to get stronger as I played, but it's possible that I didn't notice. Those blobs get pretty tough as you go down. I liked the transition when you go downstairs. This is a good base to work off from for your next dungeon crawler project! Keep at it!
Well done on your entry. Goodluck with your portfolio. It’s pretty solid. The blobs are very cute.
I like how fluid this plays and that at first you just smash everything but the more you advance through levels the more you also need to weave between the enemies because killing them becomes harder.
Thank you for your comment! Fluently gameplay is one of the things I find particular important when playing game so its also something I put emphasis on when creating my own game. Maybe even to much. I did make that part ok in this game, but it also might have takes some time from implementing other stuff that's important, like content...
Well done as your first game jam and first game with Unity. Solid dungeon generator, quick paced gameplay, captures the essence of a crawler. You have a good foundation to build upon here.
Almost felt bad killing the blobs though, they look too endearing
Thanks! I got some control over the dungeon generator at last and I don't think there is any errors in the creation process. I did went over it a few times and it should be ok. The Blobs were actually just placeholders for what I intended, but it ended up remaining in the game because of running out of time.
Leave a comment
Log in with itch.io to leave a comment.