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A jam submission

RGB DungeonView game page

Change the colour of your sword according to the colors of the enemies and smack 'em!
Submitted by Danial Jumagaliyev (@danqzq) — 6 hours, 29 minutes before the deadline
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Play dungeon

RGB Dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Polish#24.5004.500
Enjoyment#63.7503.750
Ambition#73.7503.750

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Jam HostSubmitted(+1)

I love the fact that you used the jam's colors as a theme. Funny thing, is that you can build the ultimate defense and turn this into an idle game. Had fun reaching that point tho. It was sometimes hard to keep my color since it was hard to avoid other colors lying around.

Submitted(+1)

Wow, a game that looks finished is very rare to see in this jam. Very polished.

I'm not really a fan of the camera that smoothly drags behind the camera. It pushes the view to the back of the player which is the opposite direction of where I want more information. I also think that a snappy instant acceleration would be a better fit for this type of game as it is more about combat than platforming and you have would back and forth a lot. The color mechanic and the name are amazing tho. I enjoyed the game.

HostSubmitted(+1)

This is pretty well polished for a 3 hour game. great job with all of the elements. there is some improvement that could be made. Maybe have the colour wells need to hit "E" to change, that way you're not having to frantically dodge the ones near the door.

Submitted(+1)

If I've learned anything from making a platformer, it's that you need to be more generous with your jumps than you think. I pretty much camped the bottom because it took too long to line up and make a jump up to the higher platforms.

I also didn't understand the perspective of the map until the enemies started spawning. It read top-down to me until I saw enemies walking along what I thought were walls, and even then my brain had trouble parsing the map sometimes. Slapping a lighter or darker color on the material for the sprite renderer/tilemap renderer for the background/foreground elements can help sell depth a little easier without costing you too much time.

Still don't quite understand what placing swords does for me. Maybe explain in the description?

For all my fussing, I rated this pretty darn highly. It's super polished and does what it's supposed to. For the time frame you had this is a really impressive piece of software.

Developer

Thanks for playing! Basically, swords that are placed will attack enemies by themselves, by popping in and out from the ground.

Developer (1 edit)

Apparently my game isn't able to run on WebGL because of LWRP.

it runs but character clips from the ground sometimes.

Developer (1 edit)

Yeah it runs now because I downgraded from the lightweight render pipeline.