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Dungeon Slacker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1085 | 3.511 | 3.511 |
Presentation | #1462 | 3.298 | 3.298 |
Overall | #1552 | 3.106 | 3.106 |
Fun | #2016 | 2.809 | 2.809 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player does not control the main character, and the game let the player be in charge on the ennemies behavior.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Very very nice take on the theme!! I love it. I feel it just lacked a tutorial of some sort but would love to test a more completed version of this!
Ty so much :) I will probably try to turn it into a full game.
Really interesting idea and i like the gameplay, did find that the only way for the player to hit the enemies is for them to attack so there wasnt much strategy other than basically always go for attacking. In a post-jam version having a rock-paper-scissors style for like attacks block and parries might let you get more strategy out of the gameplay
Ty for playing and for your feedback! I would try your suggestion once I continue working on it :)
Really neat idea!
Very addictive to play. You keep going and going through the dungeon.
Gameplay, Art and music work well together. Nice job!
Thank you :)
Edited because when I read my comment, it felt like only negative comment. But I actually rated your game very well and played it 4 times!
The game was fun, the concept is cool and could be expanded upon (which is a great thing)
My original comment below!
=====================================
The idea was nice but I felt that the strategy was not deep enough. When there is only one enemy, basically having anyone block means skipping a turn, and the only desirable thing is having the player and monster both attack. When there are two monsters, having the player block means nothing happens. When the player attack you want the first monster to attack, and the other to block.
Maybe having the attacker lose a bit of HP when the opponent blocks (lika a counterattack) would have given more depth.
Or three options like "attack", "block" and "Wild attack", where you can block an attack, but a wild attack breaks the block, and an attack is faster so it breaks a wild attack.
Or simply having the player regain an hp each turn so you can voluntarily stall the fight to recover.
No worries, your comment was not negative at all, those are great feedback. I'm wanted to create more action and abilities but programming the fight system took all of my time. I did not have time to test and experiment with the idea :( After reading all the comments, I definitely think I should continue working on this concept, there seem like their is a lot things to discover from it. Ty for playing :)
Yes, with added agency, it's definitely the kind of game I'd play a lot. And even if the jam is over it's still fun to polish the game and improve it, I am still improving mine too. If you do, message me and I'll be happy to test it again!
Wow. Really nice idea. So smart to turn everything around. You should totally expand on this! 5 out of 5
Thank you, this really motivates me to continue working on the game :)
Nice game. I liked that I was able to choose the monsters I wanted to fight. Well done :)
Ty :D
Very nice game and a cool idea. A few more options for strategy would make it even better, since you can't do anything when the player blocks. I'd be interested in seeing this idea expanded though ^^
Ty :) I'm thinking continuing the concept by implementing more heroes, monsters and abilities.
Good job!
Thank you ^^
I liked the idea, and the game is cool! In the first try I thought I had to help the monsters, and I liked it too hahahaha after I realize that I has to help the knight I played again and liked it again. It made me think: "what about an asymmetric versus multiplayer with this gameplay?"
Ty so much :) and that's a great suggestion, kind of a pvp version of Final Fantasy. Like it!
this was fun I liked the idea and the stradigy
ty :D
I like the idea and controls! I think you need to add more than just block and attack, and more focus on the deck aspect to make it more strategic.
Ty for your comment. Adding more interactions was the plan but I was lacking time :( I will probably continue working on this prototype to explore the concept further.
I liked the concept and visuals but in reality it felt like Out of Control was taken too far and the player has no impact on the game. I think the best thing you could change is put values on the blocking, so that you only block part of the attack. Currently nothing ever dies if you just keep picking block/shield. This has good potential though.
Ty for your feedback. I debated blocking all damages or a percentage. I might explore this direction in the futur.
This is a great start! It could be something fun to play long term if you had more time to develop it!
Ty very much. I think I would continue working on the concept.
Nice idea, the slay the spire inspiration is clear, it's like that game but you're trying to lose instead of win. I think it needed some more variety in the actions, with only attack and block, there wasn't much thinking to do (especially when the chest gives you 3 of the same!). Very creative
Ty so much :) I think I might expand on the concept later and create more interactions.
It's fun to be on the other side!
Sometime bad is good :P
First run: 2 rooms, 2 monsters
Second run 0 rooms, 0 monsters
You are kind of invincible if you have a room with two monsters, but the idea is cool!
Yeah you are right, the game is pretty unbalance for now :P