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Intern at Dungeon Inc's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1103 | 3.409 | 3.409 |
Creativity | #1174 | 3.682 | 3.682 |
Overall | #1678 | 3.364 | 3.364 |
Presentation | #2758 | 3.000 | 3.000 |
Ranked from 22 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're a monster in charge of setting the dungeon up instead of going through 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
I really love this idea! I can even throw the already placed boxes out to create chaos for the player. Hahaha, that's fantastic!
i'm gonna be honest, i was skeptical at first bc of the screenshots (my bad tbh), but i ended up absolutely loving this game. it's like a simulator of being an underpaid worker of a terminally understaffed theme park. the "heroes" do feel like absolute children (with breaking boxes necessary for completing the puzzle, getting mad when there's no challenge or no treasure), you're constantly on the run trying to put out various fires and there's no end in sight... the writing is super funny, all the gameplay stuff is simple but precise, and overall the game just keeps you non-stop busy for the entire loop which is so fun :) felt kinda bad throwing dead goblins in the garbage though..
i genuinely feel like if you can find out a way to expand on this idea with more levels and possibly co-op, you'd have a banger game like overcooked on your hands. stellar entry!
Thanks for playing! Yeah, doing this all myself didn't leave much time for 3d art, so I took about every atrocious shortcut I could in that department. Glad to hear you still had fun despite that.
The game was somewhat inspired by a time when I worked at an escape room. where I had to keep things flowing despite guests somehow finding a way to break and misuse every prop we give them
that actually makes even more sense than a theme park!
your submission taught me that i should give more games the benefit of the doubt even if the presentation doesn't immediately catch my eye :P
A little janky but still fun, a fair few of these kinds of games in the jam but this is a fun one.
I like the idea, its quirky and fun. The visuals are decent but could be better. This build had some bugs, notably one of the boxes I was holding just phased through the floor and no further boxes arrived from the conveyor belt. The game did work well as a demo for the idea and I had fun playing it. It does have promise if you continue working on it!
I also really appreciate the controller support!
This idea just makes me grin all on its own.
I have a high resolution screen so I found the tutorial text very small, but once I had read all the information, the game had a great flow to it. Not too much to manage so it never felt stressful, but enough to be engaging and satisfying when on top of everything. I love the feel, the heroes played smoothly and the idea of reviving the boss especially had me laughing.
My final hero got stuck trying to open the final chest. I picked up the chest and replaced it, I took the chest out the room and a new one in, but he seemed to be locked onto that one chest and never managed to open it. So sadly I don't know if I missed something at the end.
But honestly this is an idea with legs. You could add loads of character to it, like custom dialogue throughout, make the heroes respond to their own experience etc. Hell, maybe it would become something where they leave reviews and your dungeon business expands!
Thanks for playing! Sorry my finnicky AI broke on you at the end. There's just a victory screen at the end that says you survived your first day, so you're not missing much.
This idea actually grew out of a side story I'm making for another project. In that, you play as an adventurer, but if you manage to access the back rooms to the dungeons, you learn that all the boss monsters are actually members of a Dungeon Association that geeks out over dungeon design, and they share ideas with each other through forums and chat rooms
Well I'm glad I didn't miss something big at least!
Wow that actually sounds awesome. I would love to see that world
I'm usually not so big on these micro-management games, but this was really well put together. I only skimmed through the instructions, and figured it out with time. Clever idea to have to guide the heroes. Some funny ideas like the instruction: Don't put the boxes on the pressure plates, that is for the adventurers!
Neat!
I loved this game, really fun and creative with pretty solid implementation, great job!
Haha, that was a fun little frantic game! Pretty hard though, got fired pretty quickly. Welp, guess I’ll have to find a new job now.
Simple, interesting game! I liked it!
Such a fun yet simple game. There are also a lot of ways to go from this idea, has a lot of potential.
Definitely has an addicting side and challenge. Though I managed to toss box in somewhere and got no more boxes to give to people entering my dungeon that made me.. well. Get fired. Still good time though!
Thanks for playing!
Are you saying the boxes weren't spawning from the conveyer belt any more? It should trigger a new spawn every time you pick one up from below the belt. There was a problem where the items would sometimes fall through the floor, which would make it impossible to spawn more, but I thought I had fixed that. So is that bug back to haunt us, or did something else happen for you?
Yes! I think I encountered that bug. Because I lifted a box that had arrived, turned around and suddenly.. it just fell through the wall and floor and no more things cam with the conveyer belt. ^^"
deceptively addicting and challenging! It kind of felt like a tycoon game, which was really cool. having to balance tasks and take out the trash and keep certain rooms stocked made sure i was always thinking of what needed to happen next.
what are the controls?
Welp, it looks like I anchored on-screen controls explanation wrong, so it gets cut off at certain resolutions. Sorry! The controls are as follows: