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A jam submission

Dungeon PhilosopherView game page

Argue for a better future
Submitted by Chao (@ChaoatGames) — 1 day, 10 hours before the deadline
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Dungeon Philosopher's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#193.6673.667
Gameplay#902.8332.833
Theme interpretation#983.0003.000
Graphics#1412.5002.500
Overall#1502.5002.500
Audio#2611.0001.000

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository
https://github.com/Cowinatub/DungeonPhilosopher

Theme interpretation
Hybrid of a traditional roguelike and a bullet hell, and a debate game.

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Comments

Submitted(+1)

Nice Idea. I had the same problem of pfail (previous comment)... But also had some issues discovering how mechanics of "doing damage" to enemies worked. ¿Can you hit an enemy directly with your thoughs or you can just hit enemies thoughs? 

Developer

Once again, I am defeated by a neglected tutorial.

Thoughts did indeed do damage to enemies.

Thanks for the feedback. I really thought I'd put enough contextual help in this time around, but it's good to know that I didn't.  Otherwise I would have continued thinking that I'd put enough in.

Submitted

Actually I think (like you) that you put enough contextual help. The difficulty, I think, comes more from the quantity than from the lack of it. I think that is kind of tricky also, because your descriptions are fun and part of the narrative of the game, so removing them removes narrative at the start of the game also, but maybe you just need more slow pacing and some way of like making sure the player has to do some action (and learn to do it well in the process). Idk really, just guessing lol. (Im a Philosopher so this was like the first game I tried!) 

I loved the thoughts descriptions and everything about the concept. :D

Submitted(+1)

Such a unique and interesting idea! As a fan of roguelikes I was intrigued from the start, and was excited to dive in deeper.

As is often the case with roguelikes, however, the controls can become unwieldy. I would suggest streamlining this as much as possible. I spent most of my time looking at the tiny text on the screen trying to figure out how to do what I wanted to do, and wished I could spend more time just playing. It also seemed strange to me that I had to be at least one tile away from the enemies in order to use my abilities. I guess all philosophers are ranged attackers, huh? ;)

Anyway, I'd love to see a version of this with more straightforward controls.

Developer(+1)

Thanks!

I forgot to do something about the dissonance between standard roguelike melee combat and only having ranged abilities, I probably should have done something about that.

Also, I was hoping that having the contextual stuff show up in the corner would alleviate the control complexity a bit, but I probably should have put more time into the control scheme.

Submitted

I think something that I missed was the "bullet hell" element in your design, which makes the ranged attacking more necessary. I was definitely just trying to adhere to your average RL combat method, so that's my bad for not full understanding the game's structure. In any case, I'd love to know if this gets anymore updates.

Submitted(+1)

I was impressed by the innovation, creativity and to my surprise when I loaded the game a second time, randomized levels and enemies? Good job.

Developer

Thanks! Getting the random generation to work well took up the majority of my time, hence the only three enemy types. It's nice to know that it was worth it :)

Submitted(+1)

Really interesting roguelike game, feels polished and unique!

Developer

Thanks! I'm glad the polish is showing.