It a pretty neat idea of then game and I think it has a lot of potential, as it can be a good puzzle game. Visuals are simple, but I'm really happy, that you managed to create a robust tutorial. Well done.
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Dungeons For Dummies's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #599 | 3.750 | 3.750 |
Fun | #1518 | 3.000 | 3.000 |
Overall | #1659 | 3.068 | 3.068 |
Presentation | #3271 | 2.500 | 2.500 |
Ranked from 44 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 is out of control. So the DM has to build a idiot-safe dungeon around him.
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
Haha, you're right! It really does resemble Guild of Dungeoneering! That's coincidental though: the main inspirations were the "Labyrinth" boardgame and "Cardhog", a game I've played (and enjoyed) quite a bit lately. Thank you for playing! :) And yeah, I developed a bad habit of making extensive use of the Godot icon when prototyping over the years. So when I ran out of time, I decided to simply keep it in. ¯\_(ツ)_/¯
I really like the concept! Some rooms often felt completely useless ( or is there an use for those dead ends?) so it would be nice if there was a way to use them strategically. I think there is a lot of room for expansion on this, I hope you'll keep working on it. it was nice to see my good old friend "default godot icon" going on some new adventures.
Dead ends can be used to block off directions you don't want the player to move in, e.g. you can use a dead-end with only one exit to the south to block an exit pointing to the north, east or west. However, that's too easy to miss and should be made clearer during the tutorial. I imagined it to be a more interesting choice for blocking off exits than the no-exits-tile as the player might turn around and arrive at a position adjacent to an already placed tile in which case an already placed (but still unvisited) tile becomes really dangerous. Admittedly that's hardly relevant at the moment though as most players end up building in a (more or less) straight line and never turn around.
Yeah, I was surprised how much depth there already is despite the rather limited set of options. Balancing definitively is an issue though, if you get a good start it's usually easy to run with it, but you can get screwed horribly by a lot of 1- or 0-door-rooms as well. I'm confident that this can be tweaked with a little more development time post-jam though. Thank you for giving my game a shot!
At first the player would move when all 4 directions had tiles in them, but after the second or 3rd turn I seem to have to wait 20 seconds even though there's nothing I can do or interact with. I reached a room with 4 doors next to another room with 4 doors, it didn't register that they were connected and I died. I've lost patience, sorry :(
No hard feelings! I'd have reacted the same way in your shoes! Sorry to hear that you ran into bugs and thank you for giving a detailed description of what you've encountered anyways. The map will definitively get a rewrite post-jam! The code for it is an absolute nightmare that I only kept in because I didn't have the time for doing it anew...
Nice concept! As other players already said, a bit of work on the game art/sounds would make it really good! The clock is a bit too long imo, maybe diminishing the time each step would speed up the gameplay a bit and add difficulty?
Apart for all that, you do have a good minigame to kill time with.
-Loupyboy
Thank you for playing! :) I agree that once you grasped the mechanics, the turn timer is likely a bit too long. However, I wanted to ensure the jam-version stayed possible for anyone checking the game out and as I hadn't much time left for balancing I chose a rather lenient time. Will certainly try that for the post-jam version though!
Yo’,
Cool game, presentation could’ve been worked a little more, but you did what you could in 48hrs.
It’s an interesting concept that if polished could turn up really well.
Also, I’ll guess this is a bug, but gold bags can be generated inside walls with no entrance.
Keep up the good work!
Yeah. I really struggled with time management this year. Spent a little bit too much time on brainstorming ideas and once I finally settle for this game, I ran into a lot of weird bugs midway through development and barely ended up finishing the game at all. Did not even have the time to think about polishing anything! ^^' Will likely continue to work on this post-jam though... Glad you liked the concept!
Gold was added only one hour before the deadline. Thus the implementation is really barebones: each card has a 20% chance to contain gold, no matter the layout, thus including tiles without no walls. So technically not really a bug - but still pretty pointless, yes.
Really nice idea! It has potential. With some more development it could become a really cool game! I suggest adding more ways to play, maybe more dungeon elements, like monster fights, item collecting, some mechanics to rotate some tiles, when putting them or after they are set, or give some new abitliies to the dummy dungeon explorer, like swim on some water tiles, or jump more than one tile per turn, I don't know. Definitely I would enjoy more this kind of game having several levels and not one big infinite level.
I had a lot more ideas for the game, but (as always) things turned out to be a lot more complicated than I anticipated, so I ended up cutting most of the stuff I originally envisioned. In the end I was glad to be able to hand in something at all! I'll likely spent some more time polishing this post-jam, so your detailed feedback is much appreciated! Monster fights & equipment were already on the todo-list, but a mechanic to rotate tiles sounds pretty interesting too! I went for one infinite level over several smaller challenge-like levels, as I found designing puzzles a bit tiresome for my entry last year and wanted to try out a more "generative" approach to puzzle design this time. Definitively will consider adding specific challenges (maybe coupled with special player-behavior) for a post-jam version of the game though!
Thank you for giving it a go! :) Indeed, the presentation is really rough: I barely managed to finished in time this year. If everything went according to plan, I would've finished the gameplay on Saturday and spent the whole Sunday polishing it up. But instead I lost myself in the details and ended up spending WAY too much time on the (rather inefficient) implementation of an infinitive level... ¯\_(ツ)_/¯
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