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The 55th Expedition's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay - How fun is it to play? | #8 | 4.048 | 4.727 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #33 | 3.892 | 4.545 |
Audio - Does the game have nice sfx and music? | #56 | 3.503 | 4.091 |
Overall | #63 | 3.363 | 3.927 |
Graphics - Is the game aesthetically pleasing? | #69 | 3.659 | 4.273 |
Theme - How well does it incorporate the theme? | #156 | 1.713 | 2.000 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Fun, I really liked it.
Really good entry. Simply fun dungeon crawling without any bells and whistle. Very nice priorization work.
Movement felt a bit incomplete without strafing but your long corridor and cramped room made this a non-issue.
Simples but enjoyables combat, extremely pleasing movement, great dungeon design, nice job. I just wished the theme was more present.
This is one of the most finished feeling games in the Jam, and feels what's pretty close to a classic Dungeon Crawling experience.
The interfaces were smooth, and the combat, exploration and loot procurement all felt great.
Unfortunately I kept eventually bumping into the misalignment glitch that kept me from progressing past a point, which is a shame, cuz I really wanted to play to the end.
I have nit-picks!
I've killed the dragon.
Two times I got mislaigned with the grid to the point I got stuck but I insisted on trying to play the game until the end because I was enjoying it, and at least the second time it seemed to happen after I turned around fast in the middle of a 3x3 room, so I never entered the center tile of a 3x3 room and turned "slowly" and, coincidence or not, I did not had any problem.
I like the instant movement and movement feels notable good so the view must be very good too. The environment and controls are good (even if for the record I always tried to close the inventory with 'I') and the UI meshes well with the the environment, optimally the resolution of the enemies would be twice bigger. Stat allocation is cool and the inventory is very detailed.
I feel like it should be possible to accelerate the combat by mashing the fight button, I don't think there's a reason why you should have to wait if you don't want to. It's fast enough so it's alright, combat itself is simple but it works, I like that it's turn-based and because it is carried with the character system the progression through the dungeon is fun.
I'm glad you put a Run option, I almost died to the dragon because I was still using the first available sword so 10 potions were not enough, I just run to the chest before, got the two potions and the sword and that did the trick.
With the inventory system, perfect movement and all you've got a good prototype for something bigger too here.
Good job.
Thank you! And Kudos to you for trying even after the bug, I would've expected anyone who got the bug to give up because its so discouraging to get it halfway through.
I like the combat. I think I am just biased cuz we did quite similar combat style. Informatic inventory. However, misaligning with the grid puts me into a banished realm.
Thank you! Yeah the misalignment bug raised hell for me.
Didn't see the theme.
Pro tip: beat us over the head with the theme by explicitly telling us. Don't be subtle.
I liked the music and how it was triggered by events.
I enjoyed wrecking slimes.
I got wrecked by a spoider.
Spoiders often wreck me in these games.
Solid entry, other than the theme bit.
Thanks! Yeah, It was difficult to think of a way to implement the theme in the game, I thought that talking and fighting would be enough for the theme, I guess because of "Good vs Evil", but I definitely could've came up with something better to match the theme.
I had fun! A lot! Good implementation of the mechanics you went for. Inventory was a bit slow with having to swap items manually. Fights felt fair, the dungeon was good (I wanted to explore and find loot so good job). Only critique (if we can call it that) is the blending of aesthetics (pixel with full 3d), but hey, it's a jam and I use premade assets as well, so I know how that goes.
Very good job, really enjoyed it!
Thanks! Since I focused so much on mechanics I ended up using premade assets for all the UI and enemies, I had a lot of attempts to try to blend the aesthetics, but I'm not much of an artist so I settled for the premade assets.
Played till the ending screen (didn't encounter any bugs myself), glad I had all those pots for the final boss - it was nasty!
Really nice game, pleasing to the eye. Combat music felt a bit repeatitive when mobs were close to each other.. but it was still a good sounding track. Combat is simple and I am unsure if talking actually do anything.. I hacked through things because it felt fun :) Maybe I could talk my way though?..
Loved the little help button with explanations of things by the way. Would love bag and map menus to close on esc, instead of summoning main menu on top of them, but that is just me!
It was a very solid and fun game for me.
Thanks! Honestly its a miracle that you didn't encounter any bugs, also talking doesn't do anything lol, there was just so many mechanics to implement over a short amount of time and if I'm being honest the scope of this was a bit too big for a 7 day jam.
Unfortunately, I didn’t leave a rating yet because I couldn’t play the game. I have an ultrawide monitor, and a lot of the UI was outside the screen on the top and bottom, making it impossible to progress after I talked to the shop owner (because I could not exit his shop screen). I’ll tag this game to play later on a different computer, but I figured I’d let you know for now.
Yeah sorry about that I never had time to playtest on different resolutions.
What a great game! I had loads of fun playing this (until it crashed on me. See further down). Lots of added mechanics here. With more content and levels and a bit more polish here and there I can see this game released commercially.
I am impressed with the character and inventory system. It's no small feat to implement that in such a short time and it really elevates the game. It works great and even has item info popups.
Combat was simple yet still entertaining enough.
Nice graphics and sound. The perspective view could be improved with pulling the camera back a little so one can see the floor and corners on the tile player is standing on. Right now you are facing the wall and have no idea if there is an exit to the left or right.
Since I am left handed I wish arrow keys and/or numpad could be used for movement and turning.
Unfortunately, after a while of playing there was a gamebreaking glitch where the player was misaligned with the grid and permantently rotated a few angles off. It was near the Emerald Hornet.
I didn't get the theme interpretation. I suppose Good vs Evil counts :)
+1 for instant step
+1 for shop
+1 for map (although it seems to be upside down)
+1 for settings menu with volume adjustments
+1 for adventurers guide and ingame tips
Great job!
Thank You! I definitely could of polished it more if I narrowed the scope, additionally this is my first actual game jam that I participated in and I never knew that building and launching the game could cause so many bugs.