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Procrastivania's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #154 | 4.269 | 4.269 |
Enjoyment | #309 | 3.885 | 3.885 |
Overall | #449 | 3.897 | 3.897 |
Presentation | #1566 | 3.538 | 3.538 |
Ranked from 26 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?
It's a metroidvania where you play as the designer instead of the player.
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
This is so creative and impressive! Now my brain is stuck trying to figure out the algorithm for the AI. Excellent job, this would be such a cool expanded game.
Very interesting and stylish game! I like it.
ngl when I first saw this game it didn't surprise me too much, but as the game progressed I realized how cool this was on a programming level. The path-finding was so enjoyable to see it function; the fact that if your character couldn't beat an enemy, they would find another route was so similar to my experiences playing metroidvanias that it left me in awe; when your character picked up the upgrade, they tested it on every place they've seen it; and so much more just left me dumbfounded. Seriously, one of the most genuine ideas that was not only fun, but also surprised me on an entirely different level!
Great game! Does somewhat lack variance, although it is for a game jam so it makes sense. With some more abilities and smaller touches I could see this being a full game!
amazing game! i kept playing till i succed ahjah
very well done
Took me a bit to figure out I needed to add monsters, but once I did it was a lot of fun! I think it would be cool to have the preset rooms randomized and show the number of rooms I used at the end to encourage replayability and using the least rooms needed!
Nice, took me a bit to realize you could build rooms without monsters. Similar concept to our game is that you making a game. The comment of it was released incomplete had me chuckle.
Fun! Reminds me of the guild of dungeoneering. I managed to softlock it (:
That was pretty great -- it took me a bit to understand what was going on: you need to intentionally place tiles with enemies so that the player will be able to level up. Once I understood that though, it became a neat puzzle to try and figure out.
A game about designing things feels like a tricky thing to design itself -- I'm happy with the way it was balanced because I was afraid I was going to get myself stuck and would have to start again, but luckily that didn't occur.
This felt a lot like a tile-placing board game, like Carcassonne; that's a compliment! Perhaps the most logical improvement is to make it take place over multiple stages of increasing difficulty (mix up the card stock / upgrades / save rooms, etc.). The first time placing a tile was also a little unclear on the interface, but I figured it out. I did play through the whole thing. Good job!
This is a very cool concept for a game, but I think making it a bit less linear would improve it a lot. Definitely one that could be expanded into a larger game.
It's really cool seeing how you can choose and pick your own adventure. The player automatically moving just makes this game so much better with a lot of other QoL things, like the RNG for tiles. Really enjoyed it!! Definitely could see this become a full-scaled project one day
Thanks! I had fun programming the little player bot, so I'm glad you liked it.
I enjoyed this game. I like that you can optimize by pathing the player around to get your cooldowns back for more enemies/XP before the Boss.
Defintly has potential.
Thanks! I'm glad you liked it
I like the idea of this game. It seems that it can be expanded in a very interesting and positive direction by providing hints on the location of monsters or directly arranging objects. Personally, the current version was a little bit boring with a lot of empty tiles.
I think you're right; it might be interesting to see what would happen if the player (the actual player) set up the map first and then let the bot play it, maybe with some kind of score system. I was torn between that and the "real-time" approach I wound up taking. Thanks for the feedback!