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A jam submission

Dwarf DestroyerView game page

A card based dwarf crushing simulator
Submitted by AkiDev — 21 hours, 41 minutes before the deadline
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Dwarf Destroyer's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#23193.2003.200
Enjoyment#29702.7002.700
Overall#31752.8502.850
Creativity#40982.6502.650

Ranked from 20 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 monster in a dungeon trying to stop the hero from defeating you and saving the world.

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

Artwork is really cool, idea is decent, needs some more difficulty, like not regenerating health, different enemies, losing cards, etc.

Submitted

Remind me of classic RPG. The game is quite easy but really enjoy it.

Submitted

I wish there were autoresolve in battles. Really liked the artwork all around. And the music was quite pleasant as well.

Developer(+1)

Autoresolve is a great idea and having played the game again after submission I’m shocked I didn’t realize it during development but I guess dev blindness does that to ya!

Submitted

Yea :D also having 48 hours to make a game really makes it hard to think about stuff

Submitted

Nice demo. I agree with what the other commenter said. I also think it could do with more variety of enemies where you'd have to respec your cards to meet - e.g. a magic dwarf where you'd have to focus on magic attack/defence. Right now, I was just picking whatever cards had bigger numbers kind of mindlessly and it didn't really matter. Definitely big potential for a good polished game here.

Submitted

Interesting proof of concept, the interface's flow is quite smooth! Two things:

  • I managed to render the game unresponsive on my first playthrough, I think I clicked on the cards one too many times and then it wouldn't let me re-equip nor discard any of them. The buttons on top became unusable.
  • Could have been improved by adding timers or some good mouse button smashing: there's a great point Mark made in one of his jam videos where he said that when you're making a game in which you play with numbers, you have the player go into a paralysis if you give them too much freedom, because everyone will automatically start wasting time comparing numbers for an easy win. With such limitations, things would get spicier in a good way, prompting the use/development of time-based management skills(?) and whatnot.

^ This is just me tossing an idea I thought was very topical, don't overthink it as some sort of deep critique! :D

Developer

thanks for the feedback! I actually agree with this point but I had a bug when I tried to add timers and I was running out of time so I left them out for the jam.

Submitted

Totally understandable + expected, I had to leave out a "sinkhole superpower"/pavement crushing mechanic for Breezeblocks too when I realised it was going to require too much refactoring. Time limits sadly push you towards the fast food equivalent of programming practices.

Submitted

It looks interesting! I really enjoy the idea of playing as a demon to slash the heroes. But I'm not sure what's the difference between the levels, and how I can promote myself. 

Submitted

Nice job! I wasn't entirely sure what exactly the effects of some cards were (eg, the difference between MATK and ATK) and just stacking more damage seems to be optimal, but there's a lot of fun potential for deckbuilder stuff here!

Submitted

I'm sorry I don't really understand the game :/ Maybe you could add a description in the page to explain the rules & gameplay?

Submitted

I think you have to boost your characterbefore fighting the knight