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You are the dungeon (GMTK 2023)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #601 | 3.933 | 3.933 |
Overall | #1068 | 3.600 | 3.600 |
Enjoyment | #1164 | 3.383 | 3.383 |
Presentation | #1684 | 3.483 | 3.483 |
Ranked from 60 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?
You play as the game logic system that generates floors for a dungeon crawler game. Your goal is to provide the player with a fun experience.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Man it's really hard to give a fun experience to the player. At one point, it did an INSANE amount of backtracking for no reason and became really disapointed. I basically did what the player in the game did at this point.
Probably my favorite game in the jam so far!
Fun game. But i had a lot of trouble changing the item in a room to a different item. it doesnt really work how i would expect it
Nice idea and execution! :)
Nice idea and nice game. A bit competition like costs and earning would make it more interesting. Would like to play it a game after this upgrade.
Wanted to give the player a good sword, but he ran straight into a monster and died :D
i like concept a game, but sounds a bit noisy and distruct
Interesting concept and the execution was really nice. I did eventually realize I could simple give a bunch of treasure as a solution but I also played through with a more reasonable challenge.
It would be nice if there was some kind of score or cost system to try and make me create more interesting dungeons. A very well done game.
Haha I think the player didn't like my level design skill xD
Love the concept and the art. well done !
would love an upgraded version of it with more things to do and maybe stats for each type of room but loved the things already there just a bit too hard at some point
The player was frustrated and quit the game! Just like me after 3 tries! :P But seriously, i like it anyways! Good code and good core, could have more animations!
Nice game! The idea is good, and trying to balance between not killing the hero and not make him quit the game was a fun gameplay. Well done!
Very neat. We had a similar concept, but I really like the way you implemented goals for each level that mixed with the progression of the hero you're trying to guide, great stuff!
The sims but level design. Interesting idea, love it.
Very fun take on the theme, I really felt like a level designer. Great job :D
I like the idea! It makes for a pretty fun experience!
... Well, almost. I honestly felt a bit frustrated trying to come up with actually good dungeon design, just like the player gets frustrated by the dungeong I designed... It sometimes even feels like the player deliberately follows the least optimal path just to get frustrated for no reason lol.
But overall, the game is pretty neat, I think
oh wow the idea is amazing + the fun graphics.
This could be a good indie game if you work on it post-jam.
Cheers
Very nice idea, I liked it very much. A bit difficult to determin what the hero wants, but thats fine.
Great idea! Really love this concept (we've got something similair)
More information about items would be cool!
Really cool game, very fun to play. The pathfinding of the player can be a bit annoying though as they sometimes double back into rooms they've already seen if you have branching or circular paths, which can punish branching dungeons. Also, the exit sometimes spawns right next to the entrance meaning you can't avoid some player frustration. But these issues are very minor and don't take away from the great gameplay. Very well done! :D
Thank you! Yeah the pathfinding is really basic at the moment, I will work on that in post jam versions. If the entrance spawns next to the exit you can remove the corridor between them by clicking on it, so you can build another, longer path.
Oh, I didn't realise you could remove the corridors. Thanks for the tip ;)