Had a ton of fun playing this game! Dungeon crawlers with random loot are right up my alley
I got to 28 as my final score; I thought having enough agility could save me 😅 but apparently not lol
Very well done!
Criteria | Rank | Score* | Raw Score |
Controls | #9 | 3.960 | 3.960 |
Graphics | #10 | 4.280 | 4.280 |
Accessibilty | #12 | 3.520 | 3.520 |
Overall | #14 | 3.766 | 3.766 |
Fun | #14 | 3.840 | 3.840 |
Theme | #20 | 3.800 | 3.800 |
Audio | #38 | 3.440 | 3.440 |
Originality | #50 | 3.520 | 3.520 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.2
Wildcards Used
ZZZ...
Game Description
Double-Edged Dungeon is a turn-based dungeon crawler about the unintended consequences of using blursed magic items.
How does your game tie into the theme?
Double-Edged Dungeon employs the theme of 'Unintended Consequences' through the enchanted items the player can discover and equip. Each piece has a distinctive enchantment that boosts the player's stats, but also has a corollary drawback resulting from the item's enchantment.
Source(s)
N/A
Discord Username(s)
@noitcani, @solonnnka (solonka), @meredith.silver (junk)
Participation Level (GWJ Only)
junk: 2; noitcani: 5; solonka: 4
Had a ton of fun playing this game! Dungeon crawlers with random loot are right up my alley
I got to 28 as my final score; I thought having enough agility could save me 😅 but apparently not lol
Very well done!
Was having a blast until I encountered an enemy with 10k health! After 99 turns I wasn’t even a quarter into its health bar, and nothing could land a hit on me so it was basically a boring loop of waiting to click my attack button. Loved the idea and execution but the randomized numbers got pretty wonky the farther I went.
Thanks for playing AxeWizard!
Wow another highscorer at lvl 38! Apologies that the scaling got really wonky the deeper you go. It was one thing we had not anticipated would take so much time to get right! As you've experienced, it got to a point where it's impossible to proceed further.
But a big thank you for sticking with it for so long. We really appreciate you spending time playing our game; it makes us happy!
I survived until 16 encounters. Really loved the art style and writing. I found the game took a bit to speed up enough in order to get to some more dangerous encounters, I was mostly encountering fledglings with 2 HP up until about encounter 10 or so (or perhaps I was just getting lucky with easier encounters). Overall great submission! I bet you’re gonna rank high in the jam!
Thanks for playing chumchum!
Yea we wanted it to not shock the player right out of the gate, but it also became a problem where the game had unexpected difficulty spikes somewhere around the point you stopped!
There were also quite a big of enemies thought up by @junkgolem and drawn in by @solonka, and they are randomly spawned. So its possible you went on a lucky streak and kept getting the easier ones!
Thanks to high agility and defense I made it to 38 encounters before encountering a chimera with over 1,000 HP. I spent several minutes whittling its health down dodging every blow until it finally oneshot me with only two strikes left to go. The equipment bonuses are a little too random and not as tied to level as they should be. I had to pass a lot of equipment up in later levels because they can't match up to the +80 defense I already had. I was impressed with the amount of writing put into the game. Everything having tooltip descriptions was a nice touch!
Thanks for playing Horned!
Wow looks like you found a good build to go about long runs! Yea right now there's no weighted chance of dropping loot that gives bonus to a good spread of stats, so it could be why you went long stretches without getting a good piece of defence equipment! You might have gotten really lucky and got a god roll on defence where the item base bonus coincided with the suffix defence bonus to give whooping amounts of defence!
Yes a lot of work went into the writing my @junkgolem!
Aw yeah! Nice work, you guys!! My poor homunculus dude finally got nailed by the infamous crazy skeleton man at level 28. I love the idea it's the same one scuttling around whomping all the different players xD
I love the item and enemy descriptions. There were so many great ones, but my favorite has to be the items of Gnomish Enmity. Just... the image of a gnomish archduke sailing through the air to the dismay of his troops. The fact that there was a previous record for how far one could punt a gnome. The delivery is top-notch, all of the descriptions add so much charm!
I really dig the little doodles for the traps and their outcomes, they put a big smile on my face. The two-ended weapons were a really cool design choice, too, they're very appropriate for the theme of the game!!
Stellar job again!!
To be fair, the pointy red hats often preferred by gnomes do make them somewhat more aerodynamic, hence the impressive distance.
Seriously though, we had a blast making this and I really enjoyed getting to write all the descriptions; it was a ton of fun coming up with silly jokes, and a refreshing break from the more serious writing I usually do. I'm glad you enjoyed the game, thank you for playing!
Great UI
First time a turn-based action game, and I like it.
Nice soundtrack
Great implementation of the Zzz Wildcard
Hi Sesso! Regarding the wildcard: we weren't able to implement any wildcards in the last Wild Jam we did, so I'm really glad we were able to work at least one of them into our game this time. Hopefully we can incorporate even more in future attempts.
Thank you for playing our game, I'm glad you enjoyed it!
Wow, what a wonderful game to put out in a week! The music and sound effects were really nice– death sounds had me chuckle and smile.
The writing was really well done. Loved the item descriptions!
A few of the unicode characters weren't rendering for me, I think a TM? But I've seen this on several games so maybe a Godot issue.
Great work!
Thank you for your kind words Britt! There were a couple points where I figured we had bitten off more than a week's worth of work and I wasn't sure we'd finish in time, so I'm really glad we were able to get a playable game submitted!
I am the culprit writer responsible for the various text descriptions in the game, so I'm pleased you liked them!
I did notice a couple issues with a handful of characters rendering strangely while playing offline (TM was in fact one of them), but it wouldn't surprise me if those characters simply didn't display at all in the web version. This is something I'd like to correct after the jam is completed, so thank you for pointing it out!
I loved it! The story and art style is really charming, and the game play loop of getting new items is really addicting and exciting!
Also I'm really surprised by the variety of items and monsters you can fight! And they all look good too! I think the only criticism I can think of is that combat can be a smidge faster but to be honest, it's mostly a nitpick. Great job guys!
The writing and art is very nice, and I like the way that the different equipment pieces are balanced. The difficulty did randomly spike though, I went from fighting a chimera with 160 health to a skeleton with 720, who was able to kill me with one hit. Overall though, for something made in a week, this is quite well put together!
I love the art style and the music is great, especially the contrast between the combat and rest theme. Super fun UI and core gameplay loop. If I had to give one critique it'd be that the game wasn't quite as challenging as I'd have liked, maybe enemy scaling based on the player's total stat score or something would be cool. Overall super well done!
Thanks for playing dataanddragons!
Yes the unique art style is signature of our artist @solonka! Glad you love it too! Many thanks to the authors of the CC0 music we used (linked in our Itch page)
Balance and scaling was definitely our greatest challenge this jam! Severely under-estimated how difficult it would be to do it well; its likely an entire specialization by itself. Will definitely be thinking more of these technical pitfalls in future jams!
You guys managed to create an impressively polished game for a jam! The UI was well thought out, and made clear what was happening with your stats. I think some improvements could be made to the pacing of the encounters though.
The concept of items that both buff and de-buff works well for this type of game, but it might have been more interesting if you didn't know what the de-buffs were beforehand.. As it is, the consequences are more intended since you can pick your poison. If the de-buffs were decided after you choose items, the runs would be more about frantically trying to balance stats you have way less control over.
all in all, it is a fun game with really interesting lore. well done!
Thanks for playing Copecola!
Your suggestion reminded me that we did have a discussion on whether to make the debuffs reveal only on equip. But we ended up going with the revealed on drop route to make it abit more player-friendly. Our hardest challenge (and one that we didn't nail down from other comments) was the balance and scaling, so we were afraid adding more randomness would frustrate players even more. But agree fully with you that the masked suffix route would definitely have been more on theme with "unintended consequences" and made the game more dynamic!
Thanks for playing Mooseter!
We've been receiving feedback about a rogue skeleton running around that point in the game that's been a menace (I think this is an unintended effect), apologies on that!. I missed out on making the loot opening sequence skippable! Agree that it can become tedious after a long run.
Fun! At first I didn't see the button that skips the loot, but when I did, it was pretty fun!
This was a lot of fun! I always love some good loot :)
Love the art style and music choices. I made it to level 20 before getting beat down by a Harpy. My nitpick feedback would be that I wish I could click through the encounters a little quicker. But overall, this game is very impressive for a 1 week jam!
Why do you have to wait so long after every attack? But the game seems well polished. It's linear, but it's still fun. I survived 26 rounds but after 10 enemies you've already seen everything. I managed to dodge an enemy 7 times and then got killed with an attack at full life xD
I went to 20 fights, but an evil skeleton got the better of me!
I really like the navigation of the game. It reminded me of the good years of Déjà Vu and Princess Tomato on the NES.
I liked the visual too!
Thanks for playing Tourtiere!
We've been receiving feedback about a rogue skeleton running around that point in the game that's been a menace (I think this is an unintended effect), apologies on that!
Can't say I've played the games you mentioned before, but we're glad we triggered some nostalgia for you!
Glad you liked the visuals! We've had the fortune of having 2 visually talented teammates (@solonka and @junkgolem) for this jam :D
Very fun little dungeon crawler! Loved the artstyle it kinda brings me back to Nintendo DS graphics! I was really surprised at the amount of art made in such short time! I also really appreciated the fun little story of the character we play and oh my, there's so much text lore and flavor at every corner, very cool! I only managed to clear 14 encounters though, but had a fun experience nonetheless, good job! :)
Thanks for playing BunEar!
I too was amazed by the number of creatures, equipment and backgrounds @solonka drew for this, together with the intro comic! @junkgolem put in a lot of effort into the text lore for every monster and equipment type, and we're glad you noticed them!
14 encounters is a great score! Thanks for spending time going through it!
I love the visual design on this one, and the palette selection is top notch. Kudos for all the tooltips as well, its rare to see that level of Quality of Life in a jam game!
I thought I was doing great, then this skeleton comes out of nowhere doing 70 points in a single hit.
Fun game! Once you know how to play the UI animations make it go a bit slower than it has to, but it does look pretty.
Thanks for playing hatmix!
We've been receiving feedback about a rogue skeleton running around that point in the game that's been a menace (I think this is an unintended effect), apologies on that!. I missed out on making the loot opening sequence skippable! Agree that it can become tedious after a long run. Thanks for sticking thru it, 16 encounters on the first go is great!
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