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A jam submission

Scale the DungeonView game page

Submitted by Ecolodev (@Ecolodev) — 1 day, 20 hours before the deadline
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Scale the Dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#23323.0623.455
Overall#40492.7133.061
Style#44262.5792.909
Creativity#50382.4982.818

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?
Players gain the ability to scale the effects of their cards throughout the game

Development Time

96 hours

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Comments

Submitted(+1)

Super addictive. It was super satsifying when I scaled up the card that lets me draw and play more, so eventually in every round I would land up drawing my entire deck :P 

Submitted(+1)

fun to play, i like the card upgrades

Submitted(+1)

The concept of scaling your deck to become more powerful is intriguing and well-executed. The increasing complexity and power of your deck as you progress through the dungeon creates a satisfying sense of progression.




While the game's scaling mechanic is impressive, it's possible that drawing an excessive number of cards could lead to an unbalanced endgame. It would be beneficial to explore ways to mitigate this. I was just too afraid of what would happen if I clicked to draw 100+ cards lol.

Scale the Dungeon is a well-polished and enjoyable game. By its pure fun element, I consider it one of my favorites in this jam so far!

Submitted(+1)

I really enjoyed this!!
I loved how the cards interact with each other and can lead to some absurd numbers for damages or heals
It led to some situations that I thought I was done for but a single card saved me and I finished it at the end.
a free and simple song would have helped a lot and I don't think it would have take that much time
Great job!!!

Submitted(+1)

GREAT FUN, LOVED IT!

Healing is op af but I really had fun discovering it (It's basically infinite at this point, I got a bunch of healing enhancers in the low levels so there's no real incentive to finish a fight as hp remains between battles). Capping the max hp can help mitigate that:

Would love to try a strat for drawing your entire deck with a Mushroom and playing all of it with a Gem. Also, I wish there was a unique design for a final boss!

Minor bug, you can sneak in an extra card if you click very quickly.

Congratz!

Developer(+1)

Thanks for your feedback! I actually started with an HP cap, but I found removing it made the game more fun as you can create those infinite combos (which kind of ended up being a main strategy I wanted players to discover!) I still think there’s some things I could tweak to keep the game from becoming too easy once you reach that point, though.

(+1)

Most fun game I've checked out so far. Feels really good to use crazy combos such as healing for double the damage I've taken in a fight and then doing a single attack based on the damage I've healed that turn. Great job.

Submitted(+1)

A nice little twist on the usual deckbuilding concept. I really liked the idea of improving individual cards over adding them, but did feel like the strategy always ended up gravitating towards hoarding all my good cards since they don't get discarded at the end of the turn and then having the effects scale off of eachother (which was fun and I liked that it was possible, it just made the game into a lot of waiting to draw the right cards) <3