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One Night at Lordrum's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #3012 | 2.416 | 3.091 |
Originality | #3202 | 2.629 | 3.364 |
Overall | #3230 | 2.487 | 3.182 |
Presentation | #3312 | 2.416 | 3.091 |
Ranked from 11 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 rooms are joined together in various ways. Originally the player would have been able to rotate rooms and re-arrange how they connect to each other to create new paths through the caves, but time took the better of me. And before you ask, no, there are no other endings!
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
"Dorothy was smart"
In stark contrast, I certainly was not - I only ever found the entrance and a single dead end. Perhaps, it is the grid-based movement that threw me off, and I missed a crucial turn somewhere, but the elevators seemed to just lead into dead ends.
Even then, the game felt atmospheric - such is the power of an intro text, I guess! The dreamy state of crawling through a cave at night was captured perfectly, and I almost wish for this to be expanded into a proper aimless dungeon crawler.
I was wondering how to go out during severals minutes. At the moment I though I missed something, then I get the trick. Good idea ! I like how all the rooms are connected.
The idea of being able to pull elevators up and down like a pulley is interesting, but I think it's a bit easy to get lost, especially if you don't know what to do.
The aesthetic is cool, but I think sometimes it adds to the confusion because it can be a little difficult to differentiate fore/background tiles.