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Dungeon Architect's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #338 | 3.861 | 3.861 |
Overall | #1067 | 3.602 | 3.602 |
Creativity | #1375 | 3.611 | 3.611 |
Presentation | #2006 | 3.333 | 3.333 |
Ranked from 36 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?
"Slay the spire" but you're the dungeon master trying to stop player from completing it
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?
No
We used pre-existing audio
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Comments
Played twice and lost twice! Quite difficult. Loved the concept, as I enjoy turn based card games. However, I couldn't notice a clear difference between the units, which kind of made the selection of them fall flat!
Would love to play this again!
Very nice game! I love the idea and the tension but its a bit hard to grasp and even to win, the knight is very agressive.
I had fun playing this game!
Initially I wasn't sold on the idea, but I only had to play for 5 minutes to get hooked! Really cool! Great job!
a fun game, though the knight was really tough. Worthy opponent !
goose!
Very addictive, good job! :)
couldn't finish it but I did enjoy it, and the armed goose gave me a good chuckle :D
I played this game for a loooong time. A great recreation of the Slay the Spire systems in a really fun way! Super hard though, couldn't manage to do it in two attempts due to the massive damage the player does by the end. The health potion also seemed to be what tipped the difficulty over the edge. Great job!
This was a really good execution! I gave it like 4 attempts and I'm only stopping because I have to go. I loved how I had to make strategic choices on when I decide to give up on a minion and go to the next one. The random cards system was really fun and provided a lot of interesting decisions and choices that kept me on my toes. Do I risk using 1 mana to draw two cards and hope for a replenish mana card, or do I maximize damage and just let this minion die?
My only critique was a lack of tutorial, either on the page or in the game. I know that tutorials are hard to implement in 48 hours, no fault there, but an explanation on the game page would've helped me out in the beginning. At first I thought I was the knight guy, and was confused on what the HUD elements meant or how to apply damage and blocks to people. But once I figured it out, it was a fun experience!
Great job!
very fun and unique
cool game :) geese gon get
Cool concept! I really enjoyed the card strategy but unfortunately just lost at the end with only a few hp to go, fun game!
Brilliant job at balancing the encounters to always keep the player feeling like they're barely scraping by. The enemy uses more dangerous moves based on how low their HP is and how early in the act it is, right? It feels like if you get them down to a third of their health on floor 1, they start using very strong attacks that they normally keep for floor 4-5. Not sure I understand that correctly, but it works well. It keeps the tension up all the time.
Maybe the game could use bigger feedbacks, especially on attacks. You could make the slash sprite bigger and maybe display damage numbers as well. Make it pop, make it spectacular, I want a battle for the ages and explosions that don't fit the screen. Okay maybe I'm exaggerating a bit, but I think generous and spectacular sound and visual effects do a lot for a game's feeling.
Debuffs applied by the enemy might be a little too strong? Sometimes they feel like they just completely keep you from having an impact on the fight. I think sticking to percentage based effects on those would be better. Also more generally, I would have wanted a little more control, I think situations where I just played what I could with the cards I got without making meaningful decisions happened a little too often. But other turns I had to make real unsolvable choices. I think is mostly due to the time limitation.
Also it's interesting to be playing as a succession of expandable minions. I only did two attempts, but it feels like there is something there to further explore, a nuance in how to behave as said character at said point in the act. It changes the way you think about your actions and I'm all for it.
PS: Ceiling fan skeleton my beloved <3
- Matt
Really great game, I genuinely enjoyed it!
Really fun!! I enjoyed the designs of the characters and their decks and it is honestly pretty impressive that you managed to recreate the Slay the Spire combat in 48 hours. I think there is a lot of potential depth for more strategy (e.g the player gets buffed/nerfed after killing a certain enemy, or cards affecting future battles) and overall it is a really fun concept.
Great work!!
Quite like the hand drawn style of the art and I like the idea of putting together a team to take on the player. The card mechanics are quite impressive for a jam so really nice work!
Thank you!
I got hooked into this game thanks to the card elements and the complexity behind it. It’s surprisingly challenging and its one of the more difficult games i’ve played in the jam, and when i finally cleared the game with dog, penguin, and skeleton meta, it was satisfying. But yeah, like the other commenter said, i feel like the distinction of each ‘enemies’ were difficult to tell at first.
Also I like how the enemy player starts out weak and snowballs into becoming 1 shot damage beast, like how it usually happens in slay the spire or similar dungeon games.
Would add that despite the looks of the games and the quirky graphics, its mechanically SOLID. If it got a fresh coat of paint with graphics, this would be mistaken for a full fledge game.
Thanks for your feedback!
And yea trying to differentiate what each enemy does is quite difficult, but the time constraints made it impossible for me to add features like this.
I really like this! I think you did a wonderful job adding complexity to the cards, making the gameplay really engaging. This may already be present somewhere, but my main suggestion would be to explain the builds of the different 'enemies' so that the player knows what their strengths and weaknesses are (if there are any!). I found that the two enemies I put last were almost exclusively defense, so I wasn't able to defeat the dungeon crawler!
All in all, I had a lot of fun with this, and I think you've got something here for a recipe of a really engaging game. Thanks!
Thanks, glad you had a lot of fun!
Damn, I am HOOKED! This is such a fun idea and the proof of concept here is tight. Id buy a full game of this
Thank you!