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Dungeon Jamming's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #63 | 3.050 | 3.050 |
Theme | #77 | 3.100 | 3.100 |
Fun | #92 | 2.800 | 2.800 |
Overall | #95 | 2.800 | 2.800 |
Juice | #117 | 2.350 | 2.350 |
Visuals | #125 | 2.400 | 2.400 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Pew !
I liked the game a lot! I think the player's hitbox was a bit big and for whatever reason the shooter's bullets weren't originating from the shooter, but aside from those more minor issues I had an overall good experience!
The player's bullet speed prolly does need to be a bit faster, but I do enjoy how shooting requires me to move since it really helps to keep the pace of the game going!
Thanks for the feedback, and yeah, maybe the bullet could be faster. We're glad you enjoyed it though :)
We really enjoyed the concept of the game! The execution could use some work but hey- It's a game jam. No one has enough time. The move to shoot mechanic was fun, but lead to some situations where you get stuck in a narrow hallway against an enemy and can't shoot them because they corner you. Some suggestions to play with:
- Increase Player Movement Speed
- Lower Health of Enemies and increase number of them per room
- Increase bullet travel speed for Player's bullets
- Display Clip size to player
Overall we really like it and think you could work on it more and potentially have a release candidate!
We're happy you liked it! We'll definitely keep the feedback in mind!
(and yeah, we didn't notice the problem of the hallway until I playtested it)
Liked pew sound and music was nice.
Not sure if movement was intended to be so jittery or was it a bug.
Thanks for the comment, I'm glad you liked the music (cuz i made it :P)
No, it actually wasn't intended, we'll keep it in mind!
Pew... pew... and i died... Funny game with funny things. Gj
Lmao, glad you liked it B)
<3
A very good base, however it'd need some polish, especially final boss. It lacks animation and to be honest I don't know what did I die from, there is also no indication that you got hit and shooting is too slow. Despite that, pretty good game
We actually did consider doing what you said, but we had to focus on the main aspects of the game. If we do end up continuing it, we're definitely going to polish it. Comment appreciated!
Not bad! I Love the main idea of getting different buffs and debuffs every time you bet a level, you also you did a great job explaining the information with just icons.
One thing I would have liked to see is more interesting level design (although I understand you probably didn't have much time for that). Lastly, let the player figure out the strengths and weaknesses of the enemies by themselves!!
Thanks for the comment! We're glad you liked the icons, we liked them too :)
And yeah, level design wasn't the strongest but we tried lul. Comment appreciated <3
I did enjoy the pew-pew of the intellect devourers. Could use a lot more visual feedback on things like the inversed controls and whantot, but the get a buff and debuff every level thing is really a great start to something. I had fun!
Thanks for the comment, we're glad you had fun. The visuals can improve, yes, but we're happy with what we could achieve.
Fun little game lol
Game feels a bit dark, and UI buttons could honestly be much better lol
Also, the gun moving from side to side + camera movement made shooting enemies quite hard. I liked that there are several different buffs in the game, although I would've enjoyed an attack speed buff.
Other than that the ranged enemy sFx is hilarious, main character animation is just splendid and music is great. Well done!
Thanks for the feedback!
As for the dark part, didn't you happen to get the blur debuff and didn't notice?
Otherwise, comment appreciated :)
It was an ok couple of minutes to play. It wasn't bad, but there were a lot of things that could use further playtesting and polish. I think the UI and the last level needed a bit more work, as it was honestly unappealing and hard to see anything. I would also like to add onto what Robin Six said about no landmarks in the map, as having the player clear out all the rooms but have the teleporter randomly on the map makes backtracking a pain.
This isn't a bad game at all and with some more time and assets I think this could turn out to be a fun little dungeon shooter, but I won't lie and say I wasn't a bit disapointed. Congrats on the finished game though, and I found the sound effects for enemy shooting really funny. I also liked the buff and debuff system, I think there's a lot of potential in that.
Thanks for the feedback! We acknowledge and will note everything you said. We appreciate the compliments, and good luck on your submission :)
Haha love the sound effect, piu piu :D
What Robin Six said about sums it up, it needs polishing but parts of it are really fun :)
Btw I loved the "pew" noise the shooters made! π
The idea of getting buffs and debuffs is not bad, it would be interesting to add more mechanics there that affect the main condition "Shooting while moving".
At one of the levels, I caught a softlock, because the door to the room with enemies locked me in the previous room. But otherwise, congratulations on the finished game!
We are aware of the softlock problem, both NPG and me are keen on continuing this sometime so we'll try to fix it. And thanks :)
Hi ! Thanks for the game :) Here are my thoughts
- The character controller is way too slow and behaves strangely : collisions are visually incoherent, animation speed is not right compared to actual movement speed, and the thing that was really annoying, and that is, in my opinion, the main issue of the game, is the bullets speed and fire rate. Like, I ran faster than my own bullets and it seems I could shoot only 1 per 2 seconds or something, which was really boring for a shooter game like it. What you can do, is multiply by 30-40 the fire rate, and multiply by the same value the enemies health points, so that you will kill them in the same time, but with more speed, more particles, more shake, more juice !
- The level design is a bit too big. Corridors are huge, there are no landmarks so you can easily get lost, once I got stuck inside a corridor because of hitboxes (despite the corridor being large), and at one level, I believe the last one before the boss fight, the teleport point was at the beginning so I had to backtrack everything. Not sure the levels are procedurally generated though.
- I did not understand the buff/debuff system, the only thing that I saw happen is the input direction flip, which was, to be fair, just boring as there were no feedback at all and it felt like a bug more than a debuff.
- The boss fight is too easy, I killed him in 3 or 4 hits. It was disappointing because he looked really cool !
Overall a lot of things could be enhanced, but those are the main points I wanted to share.
And I guess that's it ! Sorry if my feedback sounds harsh, but I believe honesty is the key to get better at game development !
Still, making a game is always hard and you did it, I think it's important not to forget it, so congratulations about that :)
Thanks for the feedback and for playing Robin!! I'd love to continue working on it and fix all the quirks it has rn.
Well go on ! And feel free to ask if you need feedback on an enhanced version :)