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Dungeon Trip's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #134 | 2.153 | 2.462 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
Themes: Ancient Ruins and Isolation
Ruins are after the first area, and the entire game is spent alone.
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Comments
I escaped, but I dont think I should have.
I got OOB and moved around everything until I made it to the end.
There is some issues with movement being a bit staggery. The combat/Run buttons appear after a delay when you get an encounter. If you press down before this appears that command is skipped and you will enter wrong option. I turned once at the same time as an enemy appeared, and that enemy turned with me to my new position, not a game breaking bug but still something. The dungeon was a bit empty, could have more variety or decoration maybe. The game is playable and I did make it out. Tune some of the issues up and you will have a great game!
I've escaped!
At some point I read the comments so I spent the first two third of the game just fleeing with no equipment. Then I did the last sequence (after getting the last key, from the respawn point to the exit, getting through the camp) and the boss after equipping what I got (I think I used unknown sword, nice sword, unknown armor, unknown armor, nice armor or something like that). The encounter rate near the end sure is high.
In some way that was fun, the game controls well, plays fast enough and I enjoyed managing to get through it. I do like that you make the art yourself too and it's cool enough.
Thanks for sharing.
I was killed to death by the Uterus monsters.
I guess I had it coming.
I was delighted by the spelling of the word "Roap".
Prolly more than I should have been.
All the stars.
also.. nullwww
The gray monster om the second level killed me, as I could never hit it. Whats that about? The graphics are okay, the just need a little bit of variety. But I applaud your decision to make the art yourself. Most of us fell into the AI trap (myself included). I like, that you give us hit feedback, when dealing or receiving damage, as this is something many entries do not have. The tutorial messages on the floor are nice touch, but your interface does not scale with the resolution. On a 4k screen everything is VERY tiny and hard to read. Solid foundation, but need a little bit more time I think.
They're two monsters on that floor and you might have just fought the harder one. Alternatively you didn't have equipment equipped as the starting gear isn't equipped by default in a poor attempt to force people to learn inventory management. Either way not your fault.
My godawful art wasn't something I thought I'd get praised for. Hit detection and sound were the biggest complaints about my last year entry so I obviously put in something but still not great as it still confused some people. I'm putting together a post jam patch and UI scaling was just added to the to do list.
Nice work! Looks like you got the basics of a dungeon crawler in there, but I have a few comments:
UI aside, the whole game is suppose to be playable with full keyboard or gamepad, mouse being an afterthought. It seems you found a bug with the battle UI.
I screwed up enemy balancing last minute coupled with the encounter rate bug makes fighting anything painful. The idea was better/more equipment boosted accuracy at the cost of speed. But it obviously wasn't enough accuracy, and speed is a determining factor in running. So the better gear actually makes the game harder.
Bonfires were suppose to be the checkpoint system but was cut due to some dubious programing. Instead it just reloads the floor but keeps your current status. In theory you could grind up duplicate items and win. In practice you burn all your healing items and softlock.
A good game base, but combat could be refined a bit. On the one hand, it's very punishing and frequent. In the last level, I think I had an encounter every step and they got me through attrition eventually. On the other hand, you can just spam RUN and hope for the best :D, so I'd say a middle ground should be found.
Overall, feels like a solid minimum game - the monster art is pretty nice, although the combat and encounters are too challenging (as you are probably aware). I did manage to get to the end by spamming 'RUN' constantly, though, so there's that.
Full playthrough here:
I honestly didn't expect anyone to even try finishing, and your right it's terribly unbalanced mostly due to a bug in the encounter script and being balanced around having the best equipment from the previous level.
The playthrough video is so unbelievably helpful feedback that I laughed when you ran past the boss. Really brings home the point of QA. This really made my day.
Movement feels nice, even if a bit slow. Turning could be a bit faster.
I could only finish the tutorial area before the first monster in the next level killed me. And I was using the good equipment too(I think). The UI is a bit unclear, I can only assume that the big list of items in the center is the inventory and the list on the right side of it is what's equipped
I wont list any bugs here, Im sure you know all about them
I found battles to be very confusing. I don't see HP of enemies, I have almost no idea if my attacks hit and if not - why. Just having a simple (RichText)Label wrapped in a ScrollContainer somewhere on the screen and outputting text to it for a simple combat log would improve user experience by a lot.
at least its playable/5
Yea, it could of used more playtesting. I added sound effects and enemy animations last minute thinking it would be clear enough (guess not) but evasion is too high and the encounter rates especially in the third area is outright broken. Should of put a tutorial paper explaining more mechanics and encouraging running away more. UI is definitely getting overhauled.