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Mini Minos Labyrinth - Game Jam Version's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics - Is the game aesthetically pleasing? | #88 | 3.563 | 3.563 |
Audio - Does the game have nice sfx and music? | #132 | 2.688 | 2.688 |
Gameplay - How fun is it to play? | #144 | 2.500 | 2.500 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #146 | 2.500 | 2.500 |
Overall | #152 | 2.550 | 2.550 |
Theme - How well does it incorporate the theme? | #163 | 1.500 | 1.500 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Minotaur Perished!
With items and skills the game will be fun. Thanks for sharing.
I briefly checked the new version, I would say don't hesitate to speed up movement.
Quite frustrating at the start, more enjoyable after couple of levels.
To kill first mob I had to restart 12 times. I am not even kidding - I was counting. Dice was against me the whole time, as you can imagine... died to next mob after it to start streak of losing once more.
First level was quite annoying, since each 100exp would take me long-long time to grind with death/reset/death/kill/save/death tactic... taking about 5+ attempts each time. And dice rolls were too slow for that with no ability to skip.
Once I did level and got +1 to all stats it started to be a lot easier. At +3 it already felt 'just right', but I still would run to the fire so I could save progress.
EXP worked strange. I got first level at 1100exp (+1 to stats didn't appear at 1000, but only after next mob died) and then two more before 1800...
Turning was slow - after defeating a mob it would take around 1sec to start reacting to any controls.
At the end I've defeated Minotaur at +7 stats EXP was 3700/4k, but game didn't end :<
On the bright side - I loved how the game looked overal, liked lights and sounds of burning torch. For it to feel better some exp smoothing at the start is needed for sure (faster first level maybe? easier first mob for first level?) and faster dice rolls or ability to skip it with clearer log to see the results. Also faster movement could be also really nice overal. Game have a lot of potential - that is for sure!
That is the major bug that I only realized when I submitted the game unfortunately. I played the whole game twice then make changes before I submitted it. Then played it for the third time to find the final boss ending screen was bugged.
Oh no... late changes are the scariest things. Saw you already working on game for post jam though, I think? Will keep an eye out, it could be really great for sure!
Cool enemy sprites. Otherwise plays too slowly and feels too RNG-dependent, but I do like the dice game emphasis. There was a 3DS game called Crimson Shroud that I highly recommend checking out if you want to see a really well-executed take on that… at least on youtube, as I don’t think you can buy it anymore.
Wasn’t able to get too far here because whenever I died I’d be back to the start with an 80% chance of dying to the first slime again. (Was I supposed to start with 0 in all stats?)
Yes, you start with 0 for this version. I balanced it for the post jam version.
I just got video card errors when I tried to play this one. I'll try on my other computer later to see if that will help. I have not rated it yet because I cannot play it.
Godot 4 seems to have a lot of these errors. Can run try to run the Post Jam version with debugger just so I can report it to the Godot Community.
The game mechanics are pretty solid but relying entirely on dice rolls in combat may put some off (I'm aware you may have fixed some of it in the post jam version). The lighting in the dungeon is very nice! I'm not sure where the theme of duality is, perhaps the tabletop dice rolling inside a dungeon? The sound of the dice rolling was a bit annoying as well. Overall a good start!
Game looks quite pretty.
The slow input handling makes it very awkward to play. Also, that slime at the beginning is brutal! Took me three tries to get past it.
I’ll be checking out your post jam version for sure!
I really like the crisp graphics and the combat seems very interesting to me as someone with almost no experience with tabletop gaming. Throwing a dice against accumulated wounds is something I've not seen before. Like others here, I'm finding it very difficult to progress, but I have defeated a handful of baddies. I'll keep an eye on the post-jam version for sure.
Post Jam Version are available here.
Don’t review this entry based on this version. Review it based on the Game Jam version.
This looked very promising at first but we only managed to beat the first slime monster once out of many attempts at trying. It didn't seem to matter whether we attacked, defended or talked, we just perished as if our actions had no consequences. We didn't know whether we'd succeeded in an attack or what effect we'd had on the slime (if any) as we couldn't see any stats for the slime anywhere. The dice rolls and general throwback to table top gaming was a nice touch. We'll revisit your game if you publish an update post jam. Well done with the submission and best of luck.
Seems interesting. Dark soul style campfire save, in depth combat system, smooth and clear graphics.
The only problem is that I can't beat the first slime, in 20 minutes of trying I only managed to beat it once but I then died instantly to the second slime. I don't know if I'm really unlucky or if there is a bug with the dice rolls.
To be able to accelerate the combat turn would be nice too.
Would love to return to a more updated version after the jam voting period.
Already working on it
Check out my live review at https://www.twitch.tv/scalphamission
Cute! Loving the wall textures, they are so smooth on my eyes.