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Dungeon Reversed's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2584 | 3.090 | 3.727 |
Enjoyment | #3155 | 2.638 | 3.182 |
Overall | #3359 | 2.789 | 3.364 |
Creativity | #4148 | 2.638 | 3.182 |
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 player clears dungeons in the opposite direction, and has a reverse role. He does not kill opponents, he sends them to resurrection
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
Tutorial was kinda weird and I couldn't figure out how reloading worked, but the game was good. Nice work!
I really like the sound design. All the sound effects are well chosen. The gameplay itself is interesting, though the reload mechanic is a mystery to me ( It wasn't explained very well ). The controls are comfortable. QWE layout lets you easily deploy various types of projectors without constantly looking at the keyboard. Overall, good game.
We understood too late that this small tutorial isn't enough, and placing text to explain wasn't a good solution, we really need to work more on actually teaching mechanic. Thank you for playing
P.S. When you shoot and hit an enemy with the last bullet of an ammo type, all empty ammo is reloaded.
Really nice art and sound, its a bit frustrating cause you have to do some things in the last second, i like how on the first level the cart stops for a second so you can read the text, but why is the text rotated, makes it a bit hard to read. The visual cues are also nice.
I would be happy if you checked out my game.
Cheers!
Thank you for comment ). Doing things in the last second was part of the plan to make puzzles more mechanically difficult, so you would need to come up with plan and then execute it, but fair point.
Took me a small while to understand what I was being asked to do but once I got going I appreciated the puzzle element of using the correct ammo types in the right order to get through each barrier. I'm still not entirely sure I understood the context of the game though... I was cleaning it? With a cart? With my dead body? With ammo? Anyways, this was cool, if a tad frustrating.
Yep, you were cleaning, with the cart, with you *half dead* body, with ammo. Doesn't really make sense but is a punishment that boss gives you after you lose to him.
Frustration: we were doing levels in the last day, so have not had time to test the properly, and do a lot of them, so we end up dark soulsing them, so player can learn what he doing from trying. Maybe was better to just turn down difficulty
Great game in terms of quality, visuals, and sounds. I had some issues downloading but I got through them and overall the game was a blast. I did find it to be a tad difficult, especially considering it was a jam. I feel like it would've been much better if the levels remained the same but there was 4 ammunition, or if the recharge was a little faster. I understand that those things were part of the level at times but I just found it a little extra tricky. I also would've liked a quick restart button. Other than those small small complaints though, the game was really fun to play and super high quality.
Restart button would give player incentive to give up early, you can work you self out from different situations if you understood mechanic, and more level is complex more different ways you can pass it (we find part of them after posting xD). So its a trade, but probably restart button would be good addition in this way: cart is speeding up 10 times while you press it, can also help skip waiting time if it isnt you 1st time on the level.
Recharge happens when you hit with last bullet in the ammo, and this is almost whole game idea, so i probably could add abilities, that let you recharge or delete all enemies, but this will ruin puzzle element or just end up mandatory to past puzzles. More ammunition can give more room for mistake, but puzzles are design around 3 ammo, so 4 can actually make them a lot more difficult.